var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('chunk', 'assets/sprites/chunk.png'); game.load.image('arrow', 'assets/sprites/asteroids_ship.png'); game.load.image('mushroom', 'assets/sprites/mushroom2.png'); game.load.image('ball', 'assets/sprites/shinyball.png'); game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60); } var sprite; var sprite2; var sprite3; var bmd; function create() { game.stage.backgroundColor = '#124184'; bmd = game.add.bitmapData(800, 600); bmd.fillStyle('#ffffff'); var bg = game.add.sprite(0, 0, bmd); bg.body.moves = false; test3(); } function test3() { // game.physics.gravity.y = 100; sprite = game.add.sprite(500, 400, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.5, 0.5); sprite2 = game.add.sprite(0, 400, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; sprite3 = game.add.sprite(700, 400, 'gameboy', 3); sprite3.name = 'yellow'; sprite3.body.collideWorldBounds = true; sprite.body.velocity.x = -300; game.input.onDown.add(launch3, this); } function launch3() { sprite.body.velocity.x *= 10; } function test2() { // game.physics.gravity.y = 100; sprite = game.add.sprite(700, 400, 'ball'); sprite.name = 'sprite1'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.8, 0.8); sprite2 = game.add.sprite(100, 400, 'ball'); sprite2.name = 'sprite2'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.8, 0.8); sprite2.body.immovable = true; // sprite.body.velocity.x = -225; // sprite2.body.velocity.x = 225; game.input.onDown.addOnce(launch2, this); } function launch2() { sprite.body.velocity.x = -225; sprite2.body.velocity.x = 225; } function test1() { // game.physics.gravity.y = 100; sprite = game.add.sprite(100, 400, 'ball'); sprite.name = 'sprite1'; sprite.body.collideWorldBounds = true; sprite.body.bounce.setTo(0.8, 0.8); sprite2 = game.add.sprite(700, 400, 'ball'); sprite2.name = 'sprite2'; sprite2.body.collideWorldBounds = true; sprite2.body.bounce.setTo(0.8, 0.8); game.input.onDown.add(launch1, this); } function launch1() { sprite.body.velocity.x = 225; // sprite2.body.velocity.x = -225; } function update() { // game.physics.collide(sprite, sprite2); // game.physics.collide(sprite2, sprite3); game.physics.collideArray(sprite, [sprite2, sprite3]); // sprite.rotation = sprite.body.angle; if (sprite) { bmd.fillStyle('#ffff00'); bmd.fillRect(sprite.body.center.x, sprite.body.center.y, 2, 2); } if (sprite2) { bmd.fillStyle('#ff00ff'); bmd.fillRect(sprite2.body.center.x, sprite2.body.center.y, 2, 2); } } function render() { if (sprite) { game.debug.renderBodyInfo(sprite, 16, 24); game.debug.renderText(sprite.name + ' x: ' + sprite.x, 16, 500); } if (sprite2) { game.debug.renderBodyInfo(sprite2, 16, 190); game.debug.renderText(sprite2.name + ' x: ' + sprite2.x, 400, 500); } }