p2 physics/remove spring
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/atari130xe.png');
game.load.image('ball', 'assets/sprites/red_ball.png');
game.load.image('sky', 'assets/skies/cavern2.png');
}
var sprite1;
var sprite2;
var cursors;
var spring;
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 spring
sprite1 = game.add.sprite(400, 300, 'ball');
sprite2 = game.add.sprite(400, 400, 'atari');
game.physics.p2.enable([sprite1, sprite2]);
sprite1.body.collideWorldBounds = true;
sprite2.body.collideWorldBounds = true;
// Create our spring
// The parameters are: createSpring(sprite1, sprite2, restLength, stiffness, damping, worldA, worldB, localA, localB)
// See the docs for more details
spring = game.physics.p2.createSpring(sprite1, sprite2, 20, 10, 1);
text = game.add.text(20, 20, 'move with arrow keys, click to remove spring', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
game.input.onDown.add(removeSpring, this);
}
function removeSpring() {
game.physics.p2.removeSpring(spring);
}
function update() {
sprite2.body.setZeroVelocity();
if (cursors.left.isDown)
{
sprite2.body.moveLeft(400);
}
else if (cursors.right.isDown)
{
sprite2.body.moveRight(400);
}
}