var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('atari', 'assets/sprites/block.png');
game.load.image('background', 'assets/games/starstruck/background2.png');
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
}
var sprite;
var player;
var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var yAxis = p2.vec2.fromValues(0, 1);
function create() {
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.gravity.y = 350;
game.physics.p2.world.defaultContactMaterial.friction = 0.3;
game.physics.p2.world.setGlobalStiffness(1e5);
// Add a sprite
player = game.add.sprite(200, 200, 'dude');
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
// Enable if for physics. This creates a default rectangular body.
game.physics.p2.enable(player);
player.body.fixedRotation = true;
player.body.damping = 0.5;
var spriteMaterial = game.physics.p2.createMaterial('spriteMaterial', player.body);
var worldMaterial = game.physics.p2.createMaterial('worldMaterial');
var boxMaterial = game.physics.p2.createMaterial('worldMaterial');
// 4 trues = the 4 faces of the world in left, right, top, bottom order
game.physics.p2.setWorldMaterial(worldMaterial, true, true, true, true);
// A stack of boxes - you'll stick to these
for (var i = 1; i < 4; i++)
{
var box = game.add.sprite(300, 645 - (95 * i), 'atari');
game.physics.p2.enable(box);
box.body.mass = 6;
// box.body.static = true;
box.body.setMaterial(boxMaterial);
}
// Here is the contact material. It's a combination of 2 materials, so whenever shapes with
// those 2 materials collide it uses the following settings.
var groundPlayerCM = game.physics.p2.createContactMaterial(spriteMaterial, worldMaterial, { friction: 0.0 });
var groundBoxesCM = game.physics.p2.createContactMaterial(worldMaterial, boxMaterial, { friction: 0.6 });
// Here are some more options you can set:
// contactMaterial.friction = 0.0; // Friction to use in the contact of these two materials.
// contactMaterial.restitution = 0.0; // Restitution (i.e. how bouncy it is!) to use in the contact of these two materials.
// contactMaterial.stiffness = 1e3; // Stiffness of the resulting ContactEquation that this ContactMaterial generate.
// contactMaterial.relaxation = 0; // Relaxation of the resulting ContactEquation that this ContactMaterial generate.
// contactMaterial.frictionStiffness = 1e7; // Stiffness of the resulting FrictionEquation that this ContactMaterial generate.
// contactMaterial.frictionRelaxation = 3; // Relaxation of the resulting FrictionEquation that this ContactMaterial generate.
// contactMaterial.surfaceVelocity = 0.0; // Will add surface velocity to this material. If bodyA rests on top if bodyB, and the surface velocity is positive, bodyA will slide to the right.
text = game.add.text(20, 20, 'move with arrow, space to jump', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function update() {
if (cursors.left.isDown)
{
player.body.moveLeft(200);
if (facing != 'left')
{
player.animations.play('left');
facing = 'left';
}
}
else if (cursors.right.isDown)
{
player.body.moveRight(200);
if (facing != 'right')
{
player.animations.play('right');
facing = 'right';
}
}
else
{
player.body.velocity.x = 0;
if (facing != 'idle')
{
player.animations.stop();
if (facing == 'left')
{
player.frame = 0;
}
else
{
player.frame = 5;
}
facing = 'idle';
}
}
if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
{
player.body.moveUp(300);
jumpTimer = game.time.now + 750;
}
}
function checkIfCanJump() {
var result = false;
for (var i=0; i < game.physics.p2.world.narrowphase.contactEquations.length; i++)
{
var c = game.physics.p2.world.narrowphase.contactEquations[i];
if (c.bodyA === player.body.data || c.bodyB === player.body.data)
{
var d = p2.vec2.dot(c.normalA, yAxis);
if (c.bodyA === player.body.data)
{
d *= -1;
}
if (d > 0.5)
{
result = true;
}
}
}
return result;
}