wip/particle1
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var ship;
var sprite2;
var body;
function create() {
game.stage.backgroundColor = '#2d2d2d';
game.physics.gravity[1] = -1;
ship = game.add.sprite(200, 200, 'ship');
ship.physicsEnabled = true;
// We do this because our ship is shaped like a triangle, not a square :)
ship.body.addPolygon({}, 29, 23 , 0, 23 , 14, 1);
sprite2 = game.add.sprite(300, 300, 'chunk');
cursors = game.input.keyboard.createCursorKeys();
game.input.onDown.add(spawn, this);
}
function spawn() {
body = new Phaser.Physics.Body(game, null, 300, 100, 1);
body.addParticle(4, 4, 0, 0, 0);
game.physics.addBody(body.data);
}
function update() {
if (body)
{
sprite2.x = body.x;
sprite2.y = body.y;
}
if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
else if (cursors.down.isDown)
{
ship.body.reverse(400);
}
}
function render() {
}