wip/ninja overlap
// 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.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
game.load.image('diamond', 'assets/sprites/diamond.png');
game.load.image('sky', 'assets/skies/cavern1.png');
}
var sprite1;
var cursors;
var diamonds;
function create() {
game.add.image(0, 0, 'sky');
game.physics.startSystem(Phaser.Physics.NINJA);
game.physics.ninja.gravity = 0;
sprite1 = game.add.sprite(500, 200, 'gameboy');
game.physics.ninja.enableAABB(sprite1);
diamonds = game.add.group();
diamonds.enableBody = true;
for (var i = 0; i < 20; i++)
{
var d = diamonds.create(game.world.randomX, game.world.randomY, 'diamond');
}
cursors = game.input.keyboard.createCursorKeys();
}
function collisionHandler(s, d) {
d.kill();
}
function update() {
game.physics.arcade.overlap(sprite1, diamonds, collisionHandler, null, this);
if (cursors.left.isDown)
{
sprite1.body.moveLeft(10);
}
else if (cursors.right.isDown)
{
sprite1.body.moveRight(10);
}
if (cursors.up.isDown)
{
sprite1.body.moveUp(10);
}
else if (cursors.down.isDown)
{
sprite1.body.moveDown(10);
}
}
function render() {
game.debug.rectangle(sprite1.body);
for (var i = 0; i < diamonds.length; i++)
{
game.debug.rectangle(diamonds.children[i].body);
}
}