wip/physics config
// Here we'll use a Physics Configuration object to specify which physics systems should be started with the game.
var physicsConfig = {
arcade: true,
ninja: false,
p2: true
};
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }, false, false, physicsConfig);
function preload() {
game.load.image('atari', 'assets/sprites/atari130xe.png');
game.load.spritesheet('bullets', 'assets/sprites/balls.png', 17, 17);
}
var atari;
var balls;
function create() {
game.stage.backgroundColor = '#2d2d2d';
balls = game.add.group();
balls.createMultiple(250, 'bullets', 0, false);
atari = game.add.sprite(300, 450, 'atari');
game.physics.arcade.gravity.y = 400;
// Enable physics on everything added to the world so far (the true parameter makes it recurse down into children)
game.physics.arcade.enable(game.world, true);
atari.body.gravityScale.y = 0;
atari.body.immovable = true;
cursors = game.input.keyboard.createCursorKeys();
game.time.events.loop(150, fire, this);
}
function fire() {
var ball = balls.getFirstExists(false);
if (ball)
{
ball.frame = game.rnd.integerInRange(0,6);
ball.exists = true;
ball.reset(game.world.randomX, 0);
ball.body.bounce.y = 0.8;
}
}
function reflect(a, ball) {
if (ball.y > (atari.y + 5))
{
return true;
}
else
{
ball.body.velocity.x = atari.body.velocity.x;
ball.body.velocity.y *= -(ball.body.bounce.y);
return false;
}
}
function update() {
game.physics.arcade.collide(atari, balls, null, reflect, this);
atari.body.velocity.x = 0;
if (cursors.left.isDown)
{
atari.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
atari.body.velocity.x = 200;
}
balls.forEachAlive(checkBounds, this);
}
function checkBounds(ball) {
if (ball.y > 600)
{
ball.kill();
}
}
function render() {
}