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('tetrisblock1', 'assets/sprites/tetrisblock1.png');
game.load.image('tetrisblock2', 'assets/sprites/tetrisblock2.png');
game.load.image('tetrisblock3', 'assets/sprites/tetrisblock3.png');
// Load our physics data exported from PhysicsEditor
game.load.physics('physicsData', 'assets/physics/sprites.json');
}
var contra;
var bunny;
var tetris1;
var tetris2;
var tetris3;
var start = false;
function create() {
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
// Make things a bit more bouncey
game.physics.p2.defaultRestitution = 0.8;
contra = game.add.sprite(100, 200, 'contra2');
bunny = game.add.sprite(500, 250, 'bunny');
tetris1 = game.add.sprite(100, 400, 'tetrisblock1');
tetris2 = game.add.sprite(300, 450, 'tetrisblock2');
tetris3 = game.add.sprite(600, 450, 'tetrisblock3');
// Enable the physics bodies on all the sprites and turn on the visual debugger
game.physics.p2.enable([ contra, bunny, tetris1, tetris2, tetris3 ], true);
// Clear the shapes and load the 'contra2' polygon from the physicsData JSON file in the cache
contra.body.clearShapes();
contra.body.loadPolygon('physicsData', 'contra2');
bunny.body.clearShapes();
bunny.body.loadPolygon('physicsData', 'bunny');
tetris1.body.clearShapes();
tetris1.body.loadPolygon('physicsData', 'tetrisblock1');
tetris2.body.clearShapes();
tetris2.body.loadPolygon('physicsData', 'tetrisblock2');
tetris3.body.clearShapes();
tetris3.body.loadPolygon('physicsData', 'tetrisblock3');
// Just starts it rotating
game.input.onDown.add(boom, this);
}
function boom() {
if (game.input.activePointer.x > tetris1.x)
{
tetris1.body.rotateLeft(200);
}
else
{
tetris1.body.rotateRight(200);
}
if (game.input.activePointer.y < tetris1.y)
{
tetris1.body.moveForward(400);
}
else
{
tetris1.body.moveBackward(400);
}
}
function update() {
}
function render() {
}