wip/physics-1
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('atari', 'assets/sprites/atari130xe.png');
game.load.image('mushroom', 'assets/sprites/mushroom2.png');
}
var sprite1;
var sprite2;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// This will check Sprite vs. Sprite collision
sprite1 = game.add.sprite(50, 200, 'atari');
sprite1.name = 'atari';
// sprite1.anchor.set(0.5);
sprite2 = game.add.sprite(700, 220, 'mushroom');
sprite2.name = 'mushroom';
// Enable the physics bodies of both sprites
game.physics.enable([sprite1, sprite2]);
// And move 'em
sprite1.body.velocity.x = 100;
sprite2.body.velocity.x = -100;
}
function update() {
// object1, object2, collideCallback, processCallback, callbackContext
game.physics.arcade.collide(sprite1, sprite2, collisionHandler, null, this);
// var b = sprite1.getBounds();
// console.log(b);
}
function collisionHandler (obj1, obj2) {
// The two sprites are colliding
game.stage.backgroundColor = '#992d2d';
}
function render() {
// var b = sprite1.getBounds();
// game.debug.geom(b, 'rgba(255,0,0,0.8)', true, 1);
game.debug.geom(sprite1.body, 'rgba(0,255,0,0.4)', true, 1);
game.debug.geom(sprite2.body, 'rgba(0,255,0,0.4)', true, 1);
}