Files
phaser/Tests/physics/circle 1.js
T

86 lines
2.7 KiB
JavaScript

/// <reference path="../../Phaser/_definitions.ts" />
(function () {
var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update, render);
function preload() {
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('carrot', 'assets/sprites/carrot.png');
}
var cells;
var b;
var c;
var t;
var ball;
var carrot;
function create() {
//this.ball = game.add.sprite(0, 0, 'ball');
this.carrot = game.add.sprite(300, 0, 'carrot');
this.b = game.add.aabb(game.stage.randomX, 200, 22, 21);
//this.c = game.add.circle(200, 200, 16);
// pos is center, not upper-left
this.cells = [];
var tid;
for (var i = 0; i < 10; i++) {
if (i % 2 == 0) {
tid = Phaser.Physics.TileMapCell.TID_CONCAVEpn;
} else {
tid = Phaser.Physics.TileMapCell.TID_CONCAVEnn;
}
this.cells.push(game.add.cell(100 + (i * 100), 400, 50, 50, tid));
}
}
function update() {
var fx = 0;
var fy = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
fx -= 0.2;
} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
fx += 0.2;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
fy -= 0.2 + 0.2;
} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
fy += 0.2;
}
// update circle
//this.c.pos.x = this.c.oldpos.x + Math.min(20, Math.max(-20, this.c.pos.x - this.c.oldpos.x + fx));
//this.c.pos.y = this.c.oldpos.y + Math.min(20, Math.max(-20, this.c.pos.y - this.c.oldpos.y + fy));
//this.c.integrateVerlet();
// update box
this.b.pos.x = this.b.oldpos.x + Math.min(20, Math.max(-20, this.b.pos.x - this.b.oldpos.x + fx));
this.b.pos.y = this.b.oldpos.y + Math.min(20, Math.max(-20, this.b.pos.y - this.b.oldpos.y + fy));
this.b.integrateVerlet();
for (var i = 0; i < this.cells.length; i++) {
//this.c.collideCircleVsTile(this.cells[i]);
this.b.collideAABBVsTile(this.cells[i]);
}
//this.c.collideCircleVsWorldBounds();
this.b.collideAABBVsWorldBounds();
//this.ball.transform.centerOn(this.c.pos.x, this.c.pos.y);
this.carrot.transform.centerOn(this.b.pos.x, this.b.pos.y);
}
function render() {
//this.c.render(game.stage.context);
this.b.render(game.stage.context);
for (var i = 0; i < this.cells.length; i++) {
this.cells[i].render(game.stage.context);
}
}
})();