wip/p28
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('box', 'assets/sprites/block.png');
}
var box;
var box2;
var cursors;
function create() {
// If you're going to resize the world, it's easier to do it BEFORE enabling P2
game.world.setBounds(0, 0, 1920, 1200);
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.defaultRestitution = 0.8;
game.add.sprite(0, 0, 'backdrop');
box = game.add.sprite(200, 200, 'box');
box.name = 'bob';
box2 = game.add.sprite(400, 200, 'box');
box2.name = 'ben';
game.physics.p2.enable([box, box2]);
box2.body.setZeroDamping();
box2.body.fixedRotation = true;
game.camera.follow(box2);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
box2.body.setZeroVelocity();
if (cursors.left.isDown)
{
box2.body.moveLeft(400);
}
else if (cursors.right.isDown)
{
box2.body.moveRight(400);
}
if (cursors.up.isDown)
{
box2.body.moveUp(400);
}
else if (cursors.down.isDown)
{
box2.body.moveDown(400);
}
}
function render() {
}