virtualjoystick/generic joystick
/**
* @author Richard Davey
* @copyright 2015 Photon Storm Ltd.
* @license {@link http://choosealicense.com/licenses/no-license/|No License}
*
* @description This example requires the Phaser Virtual Joystick Plugin to run.
* For more details please see http://phaser.io/shop/plugins/virtualjoystick
*/
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example');
var PhaserGame = function () {
this.sprite;
this.pad;
this.stick;
this.buttonA;
this.buttonB;
this.buttonC;
};
PhaserGame.prototype = {
init: function () {
this.game.renderer.renderSession.roundPixels = true;
this.physics.startSystem(Phaser.Physics.ARCADE);
},
preload: function () {
this.load.atlas('generic', 'assets/virtualjoystick/skins/generic-joystick.png', 'assets/virtualjoystick/skins/generic-joystick.json');
this.load.image('ship', 'assets/virtualjoystick/thrust.png');
this.load.image('bg', 'assets/virtualjoystick/starfield2.jpg');
},
create: function () {
this.add.image(0, 0, 'bg');
this.sprite = this.add.sprite(400, 200, 'ship');
this.sprite.texture.baseTexture.scaleMode = PIXI.NEAREST;
this.sprite.scale.set(2);
this.sprite.anchor.set(0.5);
this.physics.arcade.enable(this.sprite);
this.pad = this.game.plugins.add(Phaser.VirtualJoystick);
this.stick = this.pad.addStick(0, 0, 200, 'generic');
this.stick.alignBottomLeft(20);
this.buttonA = this.pad.addButton(500, 520, 'generic', 'button1-up', 'button1-down');
this.buttonA.onDown.add(this.pressButtonA, this);
this.buttonB = this.pad.addButton(615, 450, 'generic', 'button2-up', 'button2-down');
this.buttonB.onDown.add(this.pressButtonB, this);
this.buttonC = this.pad.addButton(730, 520, 'generic', 'button3-up', 'button3-down');
this.buttonC.onDown.add(this.pressButtonC, this);
},
pressButtonA: function () {
this.sprite.tint = Math.random() * 0xFFFFFF;
},
pressButtonB: function () {
this.sprite.scale.set(Math.random() * 4);
},
pressButtonC: function () {
this.sprite.scale.set(1);
this.sprite.tint = 0xFFFFFF;
},
update: function () {
var maxSpeed = 400;
if (this.stick.isDown)
{
this.physics.arcade.velocityFromRotation(this.stick.rotation, this.stick.force * maxSpeed, this.sprite.body.velocity);
this.sprite.rotation = this.stick.rotation;
}
else
{
this.sprite.body.velocity.set(0);
}
}
};
game.state.add('Game', PhaserGame, true);