p2 physics/world boundary
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32);
}
var ship;
var starfield;
var cursors;
function create() {
// Our world size is 1600 x 1200 pixels
game.world.setBounds(0, 0, 1600, 1200);
// Enable P2 and it will use the updated world size
game.physics.startSystem(Phaser.Physics.P2JS);
starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
starfield.fixedToCamera = true;
ship = game.add.sprite(200, 200, '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. The 'true' parameter enables visual debugging.
game.physics.p2.enable(ship, true);
// Alternatively create a circle for the ship instead (which more accurately matches its size)
// ship.body.setCircle(28);
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
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);
}
}