/**
* @author Chris Campbell
* @author Richard Davey
* @copyright 2015 Photon Storm Ltd.
* @license {@link http://choosealicense.com/licenses/no-license/|No License}
*
* @description This example requires the Phaser Box2D Plugin to run.
* For more details please see http://phaser.io/shop/plugins/box2d
*/
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update:update, render: render });
function preload() {
game.load.image('bullet', 'assets/sprites/enemy-bullet.png');
}
var caption;
var fireTimeout = 0;
var bullets = [];
var usingBullet = false;
function create() {
game.stage.backgroundColor = '#222222';
// Enable Box2D physics
game.physics.startSystem(Phaser.Physics.BOX2D);
game.physics.box2d.debugDraw.joints = true;
game.physics.box2d.gravity.y = 500;
game.physics.box2d.restitution = 0.025;
// Ground body
var groundBody = new Phaser.Physics.Box2D.Body(this.game, null, 0, 0, 0);
// Body with long thin fixture
var body = new Phaser.Physics.Box2D.Body(this.game, null, 600, 300, 100);
body.setPolygon([-5, -250, -5, 250, 5, 250, 5, -250, ]);
// Join long thin body to ground
game.physics.box2d.revoluteJoint(groundBody, body, 600, 50, 0, -250);
game.add.text(5, 5, 'Fast moving bodies will sometimes miss thin objects. Use bullet bodies to help avoid this.', { fill: '#ffffff', font: '14pt Arial' });
caption = game.add.text(5, 25, '', { fill: '#ffffff', font: '14pt Arial' });
updateCaption();
game.input.onDown.add( toggleBullet, this );
}
function toggleBullet() {
usingBullet = !usingBullet;
updateCaption();
}
function updateCaption() {
caption.text = 'Click to toggle bullet bodies. Currently: ' + (usingBullet ? 'bullet':'non-bullet');
}
function fireBullet() {
// Create the bullet body and set the angle
var bullet = game.add.sprite(50, 300, 'bullet');
game.physics.box2d.enable(bullet);
bullet.body.setCircle(5);
// Set velocity
bullet.body.velocity.x = 3000 + 1000 * Math.random();
bullet.body.velocity.y = -500 + 1000 * Math.random();
if (usingBullet)
{
bullet.body.bullet = true;
}
// Add bullets to a list so we can remove them when they go offscreen
bullets.push(bullet);
}
function update() {
if (game.time.now > fireTimeout)
{
fireBullet();
fireTimeout = game.time.now + 500;
}
// Destroy any bullets that go off screen
for (var i = bullets.length - 1; i >= 0; i--)
{
var bullet = bullets[i];
if (bullet.x < 0 || bullet.x > 800 || bullet.y < 0 || bullet.y > 600)
{
bullet.destroy();
bullets.splice(i,1);
}
}
}
function render() {
game.debug.box2dWorld();
}