create/rat attack
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { create: create, update: update });
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.stage.backgroundColor = '#2d2d2d';
// These sprites were created with the Phaser Gen Paint app
// also available in the Phaser Examples repo and on the Phaser site.
var endData = [
'2222'
];
game.create.texture('endTexture', endData, 1, 1, 1);
var ratData = [
'.D...........',
'18...........',
'1D...........',
'18.....1111..',
'1D..111DDEE1.',
'1811EEE18E0E1',
'.1DEEEEEEEEED',
'..1EEEEEE41..',
'.11E41E1411..',
'1111E1E1E111.',
'.1111111111..'
];
game.create.texture('ratTexture', ratData, 4, 4, 4);
var dudeData = [
'.......3.....',
'......333....',
'....5343335..',
'...332333333.',
'..33333333333',
'..37773337773',
'..38587778583',
'..38588888583',
'..37888888873',
'...333333333.',
'.F....5556...',
'3E34.6757.6..',
'.E.55.666.5..',
'......777.5..',
'.....6..7....',
'.....7..7....'
];
game.create.texture('phaserDude', dudeData, 4, 4, 0);
// Now we've got our textures let's just make some sprites
var end = game.add.sprite(0, 600-64, 'endTexture');
end.width = 800;
end.height = 64;
rats = game.add.physicsGroup();
var y = 80;
for (var i = 0; i < 9; i++)
{
var rat = rats.create(game.world.randomX, y, 'ratTexture');
rat.body.velocity.x = game.rnd.between(100, 300);
y += 48;
}
player = game.add.sprite(400, 32, 'phaserDude');
player.anchor.set(0.5);
game.physics.arcade.enable(player);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
rats.forEach(checkPos, this);
game.physics.arcade.overlap(player, rats, collisionHandler, null, this);
player.body.velocity.x = 0;
player.body.velocity.y = 0;
if (cursors.left.isDown)
{
player.body.velocity.x = -200;
player.scale.x = 1;
}
else if (cursors.right.isDown)
{
player.body.velocity.x = 200;
player.scale.x = -1;
}
if (cursors.up.isDown)
{
player.body.velocity.y = -200;
}
else if (cursors.down.isDown)
{
player.body.velocity.y = 200;
}
}
function checkPos (rat) {
if (rat.x > 800)
{
rat.x = -100;
}
}
function collisionHandler (player, rat) {
player.x = 400;
player.y = 32;
}