mirror of
https://github.com/wassname/phaser.git
synced 2026-06-27 16:10:15 +08:00
167 lines
3.9 KiB
PHP
167 lines
3.9 KiB
PHP
<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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}
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var s;
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var c;
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var r;
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var p;
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function create() {
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// Make our game world 2000x2000 pixels in size (the default is to match the game size)
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game.world.setSize(2000, 2000);
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s = game.add.sprite(400, 300, 'mushroom');
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// do this on a texture basis!
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// this._halfSize.x = this.parent.width / 2;
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// this._halfSize.y = this.parent.height / 2;
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// this._offset.x = this.origin.x * this.parent.width;
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// this._offset.y = this.origin.y * this.parent.height;
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// this._angle = Math.atan2(this.halfHeight - this._offset.x, this.halfWidth - this._offset.y);
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// this._distance = Math.sqrt(((this._offset.x - this._halfSize.x) * (this._offset.x - this._halfSize.x)) + ((this._offset.y - this._halfSize.y) * (this._offset.y - this._halfSize.y)));
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// s.scale.setTo(2, 2);
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s.anchor.setTo(0.5, 0.5);
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s.angle = 45;
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r = new Phaser.Rectangle(0, 0, s.width, s.height);
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var newWidth = (s.width * Math.cos(s.rotation)) + (s.height * Math.sin(s.rotation));
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var newHeight = (s.width * Math.sin(s.rotation)) + (s.height * Math.cos(s.rotation));
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r.x = cx(s) - newWidth / 2;
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r.y = cy(s);
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r.width = newWidth;
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r.height = newHeight;
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// var max = Math.max(s.width, s.height);
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// c = new Phaser.Circle(0,0,max);
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// console.log(c);
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// p = new Phaser.Point(s.x, s.y);
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// s.angle = 90;
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// PIXI worldTransform order:
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// 0 = scaleX
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// 1 = skewY
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// 2 = translateX
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// 3 = skewX
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// 4 = scaleY
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// 5 = translateY
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console.log(s.worldTransform);
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}
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function cx(sprite) {
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if (sprite.anchor.x == 0)
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{
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return sprite.x;
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}
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else
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{
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return sprite.x - (sprite.width * sprite.anchor.x);
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}
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}
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function cy(sprite) {
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if (sprite.anchor.y == 0)
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{
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return sprite.y;
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}
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else
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{
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return sprite.y - (sprite.height * sprite.anchor.y);
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}
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}
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function update() {
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s.rotation += 0.01;
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var newWidth = (s.width * Math.cos(s.rotation)) + (s.height * Math.sin(s.rotation));
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var newHeight = (s.width * Math.sin(s.rotation)) + (s.height * Math.cos(s.rotation));
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r.x = cx(s) - newWidth / 2;
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r.y = cy(s);
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r.width = newWidth;
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r.height = newHeight;
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}
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function render() {
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// game.debug.renderCameraInfo(game.camera, 32, 32);
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game.debug.renderInputInfo(32, 100);
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// game.debug.renderSpriteInfo(s, 32, 32);
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// game.debug.renderSpriteBounds(s);
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//p.rotate(s.x, s.y, s.angle, asDegrees, distance) {
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// game.debug.renderPoint(p);
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game.debug.renderRectangle(r);
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// var p = getLocalPosition(game.input.x, game.input.y, s);
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// game.debug.renderPoint(p, 'rgb(255,0,255)');
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// game.debug.renderPixel(game.input.x, game.input.y);
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}
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function transformBox ( m, t, a ) {
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// m = 3x3 matrix (may need to check entries)
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// t = translation matrix
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// a = rect
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}
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function getLocalPosition (x, y, displayObject)
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{
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// Maps the point over the DO to local un-rotated, un-scaled space
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// So you can then compare this point against a hitArea that was defined for the sprite to get detection
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var worldTransform = displayObject.worldTransform;
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var global = { x: x, y: y };
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// do a cheeky transform to get the mouse coords;
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var a00 = worldTransform[0], a01 = worldTransform[1], a02 = worldTransform[2],
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a10 = worldTransform[3], a11 = worldTransform[4], a12 = worldTransform[5],
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id = 1 / (a00 * a11 + a01 * -a10);
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// set the mouse coords...
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return new PIXI.Point(a11 * id * global.x + -a01 * id * global.y + (a12 * a01 - a02 * a11) * id,
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a00 * id * global.y + -a10 * id * global.x + (-a12 * a00 + a02 * a10) * id)
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}
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})();
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</script>
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</body>
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</html>
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