var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('contra2', 'assets/pics/contra2.png');
game.load.image('bunny', 'assets/sprites/bunny.png');
game.load.image('block', 'assets/sprites/block.png');
game.load.image('wizball', 'assets/sprites/wizball.png');
game.load.physics('physicsData', 'assets/physics/sprites.json');
}
var contra;
var bunny;
var block;
var wizball;
var result = 'Click a body';
function create() {
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
contra = game.add.sprite(100, 200, 'contra2');
bunny = game.add.sprite(550, 200, 'bunny');
block = game.add.sprite(300, 400, 'block');
wizball = game.add.sprite(500, 500, 'wizball');
game.physics.p2.enable([ contra, bunny ], true);
game.physics.p2.enable([ block, wizball ], true);
// Convex polys
contra.body.clearShapes();
contra.body.loadPolygon('physicsData', 'contra2');
bunny.body.clearShapes();
bunny.body.loadPolygon('physicsData', 'bunny');
// Circle
wizball.body.setCircle(45);
game.input.onDown.add(click, this);
console.log(contra.body.debug);
console.log(block.body.debug);
}
function click(pointer) {
// You can hitTest against an array of Sprites, an array of Phaser.Physics.P2.Body objects, or don't give anything
// in which case it will check every Body in the whole world.
var bodies = game.physics.p2.hitTest(pointer.position, [ contra, bunny, block, wizball ]);
if (bodies.length === 0)
{
result = "You didn't click a Body";
}
else
{
result = "You clicked: ";
for (var i = 0; i < bodies.length; i++)
{
// The bodies that come back are p2.Body objects.
// The parent property is a Phaser.Physics.P2.Body which has a property called 'sprite'
// This relates to the sprites we created earlier.
// The 'key' property is just the texture name, which works well for this demo but you probably need something more robust for an actual game.
result = result + bodies[i].parent.sprite.key;
if (i < bodies.length - 1)
{
result = result + ', ';
}
}
}
}
function update() {
bunny.body.rotateLeft(2);
}
function render() {
game.debug.text(result, 32, 32);
}