var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32);
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg64wh37.png', 64, 64);
}
var ship;
var starfield;
var cursors;
function create() {
game.world.setBounds(0, 0, 1600, 1200);
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.restitution = 0.9;
starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
starfield.fixedToCamera = true;
veggies = game.add.group();
veggies.enableBody = true;
veggies.physicsBodyType = Phaser.Physics.P2JS;
var vegFrames = [ 1, 3, 4, 8 ];
for (var i = 0; i < 25; i++)
{
var veg = veggies.create(game.world.randomX, game.world.randomY, 'veggies', game.rnd.pick(vegFrames));
veg.body.setCircle(26);
}
ship = game.add.sprite(200, 200, 'ship');
ship.name = 'ship';
ship.scale.set(2);
ship.smoothed = false;
ship.animations.add('fly', [0,1,2,3,4,5], 10, true);
ship.play('fly');
// Create our physics body - a 28px radius circle. Set the 'false' parameter below to 'true' to enable debugging
game.physics.p2.enable(ship, false);
ship.body.setCircle(28);
ship.body.fixedRotation = true;
game.camera.follow(ship);
game.physics.p2.setPostBroadphaseCallback(checkVeg, this);
cursors = game.input.keyboard.createCursorKeys();
}
function checkVeg(body1, body2) {
// To explain - the post broadphase event has collected together all potential collision pairs in the world
// It doesn't mean they WILL collide, just that they might do.
// This callback is sent each collision pair of bodies. It's up to you how you compare them.
// If you return true then the pair will carry on into the narrow phase, potentially colliding.
// If you return false they will be removed from the narrow phase check all together.
// In this simple example if one of the bodies is our space ship,
// and the other body is the green pepper sprite (frame ID 4) then we DON'T allow the collision to happen.
// Usually you would use a collision mask for something this simple, but it demonstates use.
if ((body1.sprite.name === 'ship' && body2.sprite.frame === 4) || (body2.sprite.name === 'ship' && body1.sprite.frame === 4))
{
return false;
}
return true;
}
function update() {
ship.body.setZeroVelocity();
if (cursors.left.isDown)
{
ship.body.moveLeft(200);
}
else if (cursors.right.isDown)
{
ship.body.moveRight(200);
}
if (cursors.up.isDown)
{
ship.body.moveUp(200);
}
else if (cursors.down.isDown)
{
ship.body.moveDown(200);
}
if (!game.camera.atLimit.x)
{
starfield.tilePosition.x -= (ship.body.velocity.x * game.time.physicsElapsed);
}
if (!game.camera.atLimit.y)
{
starfield.tilePosition.y += (ship.body.velocity.y * game.time.physicsElapsed);
}
}
function render() {
game.debug.text('World bodies: ' + game.physics.p2.total, 32, 32);
}