var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sonic', 'assets/sprites/sonic_havok_sanity.png');
game.load.image('ball', 'assets/sprites/arrow.png');
game.load.image('sky', 'assets/skies/cavern2.png');
}
var sprite;
var cursors;
function create() {
game.add.image(0, 0, 'sky');
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
// Add 2 sprites which we'll join with a constraint
sprite = game.add.sprite(400, 200, 'ball');
var sonic1 = game.add.sprite(200, 400, 'sonic');
var sonic2 = game.add.sprite(600, 400, 'sonic');
game.physics.p2.enable([sprite, sonic1, sonic2]);
// This constraint will make sure that as sprite rotates, sonic1 matches that rotation
var constraint1 = game.physics.p2.createGearConstraint(sprite, sonic1, 0, 1);
// This constraint will make sure that as sprite rotates, sonic2 matches that rotation at half the ratio
var constraint2 = game.physics.p2.createGearConstraint(sprite, sonic2, 0, 0.5);
text = game.add.text(20, 20, 'rotate with arrow keys', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.left.isDown)
{
sprite.body.rotateLeft(50);
}
else if (cursors.right.isDown)
{
sprite.body.rotateRight(50);
}
}