input/gamepad tanks
// Try this demo on Chrome with an XBOX 360 controller.
// Steer with left analog, accelerate/brake with analog triggers,
// fire with A and steer turret with left and right 'bumper' (shoulder) buttons.
EnemyTank = function (index, game, player, bullets) {
var x = game.world.randomX;
var y = game.world.randomY;
this.game = game;
this.health = 3;
this.player = player;
this.bullets = bullets;
this.fireRate = 1000;
this.nextFire = 0;
this.alive = true;
this.shadow = game.add.sprite(x, y, 'enemy', 'shadow');
this.tank = game.add.sprite(x, y, 'enemy', 'tank1');
this.turret = game.add.sprite(x, y, 'enemy', 'turret');
this.shadow.anchor.setTo(0.5, 0.5);
this.tank.anchor.setTo(0.5, 0.5);
this.turret.anchor.setTo(0.3, 0.5);
this.tank.name = index.toString();
this.tank.body.immovable = true;
this.tank.body.collideWorldBounds = true;
this.tank.body.bounce.setTo(1, 1);
this.tank.angle = game.rnd.angle();
game.physics.velocityFromRotation(this.tank.rotation, 100, this.tank.body.velocity);
};
EnemyTank.prototype.damage = function() {
this.health -= 1;
if (this.health <= 0)
{
this.alive = false;
this.shadow.kill();
this.tank.kill();
this.turret.kill();
return true;
}
return false;
};
EnemyTank.prototype.update = function() {
this.shadow.x = this.tank.x;
this.shadow.y = this.tank.y;
this.shadow.rotation = this.tank.rotation;
this.turret.x = this.tank.x;
this.turret.y = this.tank.y;
this.turret.rotation = this.game.physics.angleBetween(this.tank, this.player);
if (this.game.physics.distanceBetween(this.tank, this.player) < 300)
{
if (this.game.time.now > this.nextFire && this.bullets.countDead() > 0)
{
this.nextFire = this.game.time.now + this.fireRate;
var bullet = this.bullets.getFirstDead();
bullet.reset(this.turret.x, this.turret.y);
bullet.rotation = this.game.physics.moveToObject(bullet, this.player, 500);
}
}
};
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload () {
game.load.atlas('tank', 'assets/games/tanks/tanks.png', 'assets/games/tanks/tanks.json');
game.load.atlas('enemy', 'assets/games/tanks/enemy-tanks.png', 'assets/games/tanks/tanks.json');
game.load.image('logo', 'assets/games/tanks/logo-gamepad.png');
game.load.image('bullet', 'assets/games/tanks/bullet.png');
game.load.image('earth', 'assets/games/tanks/scorched_earth.png');
game.load.spritesheet('kaboom', 'assets/games/tanks/explosion.png', 64, 64, 23);
game.load.spritesheet('controller-indicator', 'assets/misc/controller-indicator.png', 16,16);
}
var land;
var shadow;
var tank;
var turret;
var enemies;
var enemyBullets;
var explosions;
var logo;
var currentSpeed = 0;
var cursors;
var bullets;
var fireRate = 200;
var nextFire = 0;
var indicator;
var pad1;
var turretOffset = 0;
function create () {
// Resize our game world to be a 2000 x 2000 square
game.world.setBounds(-1000, -1000, 2000, 2000);
// Our tiled scrolling background
land = game.add.tileSprite(0, 0, 800, 600, 'earth');
land.fixedToCamera = true;
// The base of our tank
tank = game.add.sprite(0, 0, 'tank', 'tank1');
tank.anchor.setTo(0.5, 0.5);
tank.animations.add('move', ['tank1', 'tank2', 'tank3', 'tank4', 'tank5', 'tank6'], 20, true);
// tank.play('move');
// This will force it to decelerate and limit its speed
tank.body.linearDamping = 0.2;
tank.body.maxVelocity.setTo(400, 400);
tank.body.collideWorldBounds = true;
// Finally the turret that we place on-top of the tank body
turret = game.add.sprite(0, 0, 'tank', 'turret');
turret.anchor.setTo(0.3, 0.5);
// The enemies bullet group
enemyBullets = game.add.group();
enemyBullets.createMultiple(100, 'bullet');
enemyBullets.setAll('anchor.x', 0.5);
enemyBullets.setAll('anchor.y', 0.5);
enemyBullets.setAll('outOfBoundsKill', true);
// Create some baddies to waste :)
enemies = [];
for (var i = 0; i < 20; i++)
{
enemies.push(new EnemyTank(i, game, tank, enemyBullets));
}
// A shadow below our tank
shadow = game.add.sprite(0, 0, 'tank', 'shadow');
shadow.anchor.setTo(0.5, 0.5);
// Our bullet group
bullets = game.add.group();
bullets.createMultiple(30, 'bullet');
bullets.setAll('anchor.x', 0.5);
bullets.setAll('anchor.y', 0.5);
bullets.setAll('outOfBoundsKill', true);
// Explosion pool
explosions = game.add.group();
for (var i = 0; i < 10; i++)
{
var explosionAnimation = explosions.create(0, 0, 'kaboom', [0], false);
explosionAnimation.anchor.setTo(0.5, 0.5);
explosionAnimation.animations.add('kaboom');
}
tank.bringToTop();
turret.bringToTop();
logo = game.add.sprite(0, 200, 'logo');
logo.fixedToCamera = true;
game.camera.follow(tank);
game.camera.deadzone = new Phaser.Rectangle(150, 150, 500, 300);
game.camera.focusOnXY(0, 0);
pad1 = game.input.gamepad.pad1;
pad1.addCallbacks(this, {onDown:function(){
removeLogo();
}});
indicator = game.add.sprite(10,10, 'controller-indicator');
indicator.scale.x = indicator.scale.y = 2;
indicator.animations.frame = 1;
indicator.fixedToCamera = true;
game.input.gamepad.start();
// showing you can set the deadZone for all pads
// you can also set it like game.input.gamepad.pad1.deadZone = 0.25
// default is 0.26 and is sensible enough for an xbox 360 controller as the
// axes seems to hickup at quite high values at times (your mileage may vary)
game.input.gamepad.setDeadZones(0.25);
}
function removeLogo () {
game.input.onDown.remove(removeLogo, this);
logo.kill();
}
function update () {
// Pad "connected or not" indicator
if(game.input.gamepad.supported && game.input.gamepad.active && pad1.connected) {
indicator.animations.frame = 0;
} else {
indicator.animations.frame = 1;
}
game.physics.collide(enemyBullets, tank, bulletHitPlayer, null, this);
for (var i = 0; i < enemies.length; i++)
{
if (enemies[i].alive)
{
enemies[i].update();
game.physics.collide(tank, enemies[i].tank);
game.physics.collide(bullets, enemies[i].tank, bulletHitEnemy, null, this);
}
}
if (pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X) < -0.3)
{
tank.angle -= 4 * -pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X);
}
if (pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X) > 0.3)
{
tank.angle += 4 * pad1.axis(Phaser.Gamepad.XBOX360_STICK_LEFT_X);
}
var rightTriggerValue = pad1.buttonValue(Phaser.Gamepad.XBOX360_RIGHT_TRIGGER);
if(rightTriggerValue && rightTriggerValue > 0) {
currentSpeed = 300 * rightTriggerValue;
} else {
if (currentSpeed > 0)
{
currentSpeed -= 4;
}
}
var leftTriggerValue = pad1.buttonValue(Phaser.Gamepad.XBOX360_LEFT_TRIGGER);
if(leftTriggerValue && leftTriggerValue > 0) {
currentSpeed = 150 * -leftTriggerValue;
} else {
if (currentSpeed < 0)
{
currentSpeed += 4;
currentSpeed = (currentSpeed > 0) ? 0 : currentSpeed;
}
}
// if (currentSpeed > 0)
// {
game.physics.velocityFromRotation(tank.rotation, currentSpeed, tank.body.velocity);
// }
land.tilePosition.x = -game.camera.x;
land.tilePosition.y = -game.camera.y;
// Position all the parts and align rotations
shadow.x = tank.x;
shadow.y = tank.y;
shadow.rotation = tank.rotation;
turret.x = tank.x;
turret.y = tank.y;
if (pad1.isDown(Phaser.Gamepad.XBOX360_LEFT_BUMPER)) {
turretOffset -= 3;
}
if (pad1.isDown(Phaser.Gamepad.XBOX360_RIGHT_BUMPER)) {
turretOffset += 3;
}
turret.rotation = tank.rotation;
turret.angle += turretOffset;
// turret.rotation = game.physics.angleToPointer(turret);
if (pad1.isDown(Phaser.Gamepad.XBOX360_A))
{
fire();
}
}
function bulletHitPlayer (tank, bullet) {
bullet.kill();
}
function bulletHitEnemy (tank, bullet) {
bullet.kill();
var destroyed = enemies[tank.name].damage();
if (destroyed)
{
var explosionAnimation = explosions.getFirstDead();
explosionAnimation.reset(tank.x, tank.y);
explosionAnimation.play('kaboom', 30, false, true);
}
}
function fire () {
if (game.time.now > nextFire && bullets.countDead() > 0)
{
nextFire = game.time.now + fireRate;
var bullet = bullets.getFirstDead();
bullet.reset(turret.x, turret.y);
bullet.rotation = turret.rotation;
game.physics.velocityFromAngle(bullet.angle, 1000, bullet.body.velocity);
}
}