wip/cannon
// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
// game.load.image('arrow', 'assets/sprites/arrow.png');
game.load.image('arrow', 'assets/sprites/thrust_ship2.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
game.load.image('box', 'assets/sprites/block.png');
game.load.spritesheet('bullets', 'assets/sprites/balls.png', 17, 17);
}
var cannon;
var bullets;
var angle = 0;
var fireRate = 100;
var nextFire = 0;
var cursors;
var boxes;
var playerGroup;
var bulletGroup;
var boxGroup;
function create() {
game.stage.backgroundColor = '#2d2d2d';
game.physics.gravity[1] = -8.5;
game.physics.defaultRestitution = 0.8;
game.physics.defaultFriction = 0.1;
bullets = game.add.group();
bullets.createMultiple(250, 'bullets', 0, false);
cannon = game.add.sprite(50, 500, 'arrow');
cannon.name = 'ship';
cannon.physicsEnabled = true;
cannon.body.setCircle(32);
playerGroup = game.physics.createCollisionGroup();
bulletGroup = game.physics.createCollisionGroup();
boxGroup = game.physics.createCollisionGroup();
cannon.body.setCollisionGroup(playerGroup);
cannon.body.collides(boxGroup);
boxes = game.add.group();
for (var i = 0; i < 30; i++)
{
var box = boxes.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 500), 'box');
box.name = 'box' + i;
box.scale.set(game.rnd.realInRange(0.2, 0.7));
box.physicsEnabled = true;
box.body.setCollisionGroup(boxGroup);
box.body.collides( [ playerGroup, bulletGroup, boxGroup ]);
}
cursors = game.input.keyboard.createCursorKeys();
}
function fire() {
if (game.time.now > nextFire)
{
nextFire = game.time.now + fireRate;
var bullet = bullets.getFirstExists(false);
if (bullet)
{
bullet.frame = game.rnd.integerInRange(0,6);
bullet.exists = true;
bullet.position.set(cannon.x, cannon.y);
bullet.physicsEnabled = true;
bullet.body.collideWorldBounds = false;
bullet.body.rotation = cannon.rotation - game.math.degToRad(90);
var magnitude = game.math.px2p(-500);
var angle = bullet.body.rotation + Math.PI / 2;
bullet.body.velocity.x = magnitude * Math.cos(angle);
bullet.body.velocity.y = magnitude * Math.sin(angle);
bullet.body.setCollisionGroup(bulletGroup);
bullet.body.collides(boxGroup);
}
}
}
function update() {
if (cursors.left.isDown)
{
cannon.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
cannon.body.rotateRight(100);
}
else
{
cannon.body.setZeroRotation();
}
if (cursors.up.isDown)
{
// cannon.body.moveForward(200);
cannon.body.thrust(200);
}
else if (cursors.down.isDown)
{
// cannon.body.moveBackward(200);
cannon.body.reverse(200);
}
var dx = game.input.activePointer.worldX - cannon.x;
var dy = game.input.activePointer.worldY - cannon.y;
cannon.rotation = Math.atan2(dy, dx);
if (game.input.activePointer.isDown)
{
fire();
}
}
function render() {
game.debug.physicsBody(cannon.body);
}