var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.image('bullet', 'assets/misc/bullet0.png');
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
}
var sprite;
var bullets;
var veggies;
var cursors;
var bulletTime = 0;
var bullet;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Group vs. Group collision (bullets vs. veggies!)
veggies = game.add.group();
veggies.enableBody = true;
veggies.physicsBodyType = Phaser.Physics.ARCADE;
for (var i = 0; i < 50; i++)
{
var c = veggies.create(game.world.randomX, Math.random() * 500, 'veggies', game.rnd.integerInRange(0, 36));
c.name = 'veg' + i;
c.body.immovable = true;
}
bullets = game.add.group();
bullets.enableBody = true;
bullets.physicsBodyType = Phaser.Physics.ARCADE;
for (var i = 0; i < 20; i++)
{
var b = bullets.create(0, 0, 'bullet');
b.name = 'bullet' + i;
b.exists = false;
b.visible = false;
b.checkWorldBounds = true;
b.events.onOutOfBounds.add(resetBullet, this);
}
sprite = game.add.sprite(400, 550, 'phaser');
game.physics.enable(sprite, Phaser.Physics.ARCADE);
cursors = game.input.keyboard.createCursorKeys();
game.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR ]);
}
function update() {
// As we don't need to exchange any velocities or motion we can the 'overlap' check instead of 'collide'
game.physics.arcade.overlap(bullets, veggies, collisionHandler, null, this);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.left.isDown)
{
sprite.body.velocity.x = -300;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 300;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
{
fireBullet();
}
}
function fireBullet () {
if (game.time.now > bulletTime)
{
bullet = bullets.getFirstExists(false);
if (bullet)
{
bullet.reset(sprite.x + 6, sprite.y - 8);
bullet.body.velocity.y = -300;
bulletTime = game.time.now + 150;
}
}
}
// Called if the bullet goes out of the screen
function resetBullet (bullet) {
bullet.kill();
}
// Called if the bullet hits one of the veg sprites
function collisionHandler (bullet, veg) {
bullet.kill();
veg.kill();
}