arcade physics/launcher follow world
// mods by Patrick OReilly
// twitter: @pato_reilly
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('background','assets/misc/starfield.jpg');
game.load.image('player','assets/sprites/phaser-dude.png');
game.load.image('analog', 'assets/tests/fusia.png');
game.load.image('arrow', 'assets/sprites/longarrow2.png');
}
var myTween;
var player;
var cursors;
var arrow;
var catchFlag = false;
var launchVelocity = 0;
var launched;
function create() {
game.world.setBounds(0, 0, 5000, 600);
game.add.tileSprite(0, 0, 5000, 600, 'background');
var graphics = game.add.graphics(0,0);
graphics.beginFill(0x049e0c);
graphics.drawRect(395, 400, 10, 250);
analog = game.add.sprite(400, 400, 'analog');
analog.width = 8;
analog.rotation = 220;
analog.alpha = 0;
analog.anchor.setTo(0.5, 0.0);
arrow = game.add.sprite(400, 400, 'arrow');
arrow.anchor.setTo(0.1, 0.5);
arrow.alpha = 0;
player = game.add.sprite(150, 320, 'player');
player.anchor.setTo(0.5, 0.5);
game.physics.enable(player, Phaser.Physics.ARCADE);
player.body.collideWorldBounds = true;
player.body.bounce.set(0.9);
player.body.drag.set(20, 0);
// Enable input.
player.inputEnabled = true;
player.input.start(0, true);
player.events.onInputDown.add(set);
player.events.onInputUp.add(launch);
// this tween is to make the camera return to left side of world when done launching
// so it is not used until then
myTween = game.add.tween(player).to({x: 150}, 5000, Phaser.Easing.Linear.None);
myTween.onComplete.add(reappear, this);
game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
}
function reappear() {
launched = false;
player.alpha = 1;
}
function set(player,pointer) {
//disallow launching until reset
if (!launched)
{
catchFlag = true;
game.camera.follow(null);
player.body.moves = false;
player.body.gravity.set(0);
player.body.velocity.set(0);
}
}
function launch() {
if (catchFlag)
{
catchFlag = false;
launched = true;
game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
arrow.alpha = 0;
analog.alpha = 0;
Xvector = (arrow.x - player.x) * 3;
Yvector = (arrow.y - player.y) * 3;
player.body.moves = true;
player.body.gravity.setTo(0, 180);
player.body.velocity.setTo(Xvector, Yvector);
}
}
function update() {
arrow.rotation = game.physics.arcade.angleBetween(arrow, player);
// Track the player sprite to the mouse
if (catchFlag)
{
distance = game.physics.arcade.distanceToPointer(arrow);
theta = game.physics.arcade.angleToPointer(arrow);
// Govern the distance the sprite is dragged away from launch post
if (distance > 300)
{
distance = 300;
adjacentX = Math.cos(theta) * distance;
oppositeY = Math.sin(theta) * distance;
player.x = 400 + adjacentX;
player.y = 400 + oppositeY;
analog.height = distance;
}
else
{
player.x = game.input.activePointer.worldX;
player.y = game.input.activePointer.worldY;
analog.height = distance;
}
arrow.alpha = 1;
analog.alpha = 0.5;
analog.rotation = arrow.rotation - Math.PI/2;
launchVelocity = analog.height;
}
//check sprite motion and if done, return camera to left side of world
var tweening = myTween.isRunning;
if (!tweening && launched && (player.x >= game.world.width-20 || player.body.deltaX() == 0))
{
player.body.velocity.setTo(0, 0);
player.alpha = 0;
player.body.moves = false;
player.x = 150;
player.y = 320;
myTween.start();
}
}
function render() {
game.debug.text("Drag the sprite and release to launch", 32, 32, 'rgb(0,255,0)');
game.debug.cameraInfo(game.camera, 32, 64);
game.debug.spriteCoords(player, 32, 150);
game.debug.text("Launch Velocity: " + parseInt(launchVelocity), 550, 32, 'rgb(0,255,0)');
}