wip/springs 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('backdrop', 'assets/pics/remember-me.jpg');
game.load.image('box', 'assets/sprites/block.png');
}
var box1;
var box2;
var s;
var cursors;
function create() {
game.world.setBounds(0, 0, 1920, 1200);
game.add.sprite(0, 0, 'backdrop');
// game.physics.gravity.y = -9.78;
game.physics.gravity[1] = -9.78;
// game.physics.onBodyAdded.add(addedToWorld, this);
box1 = game.add.sprite(200, 200, 'box');
box1.physicsEnabled = true;
// box1.body.fixedRotation = true;
// box1.body.mass = 3;
box2 = game.add.sprite(400, 200, 'box');
box2.physicsEnabled = true;
// box2.body.fixedRotation = true;
s = new Phaser.Physics.Spring(game, box1.body.data, box2.body.data, 2, 10, 1, null, null, [ 0, 70 ], [ 0, 70 ]);
game.physics.addSpring(s);
// var s = new p2.Spring(box1, box2, {
// restLength : 1,
// stiffness : 10,
// localAnchorA : [0,0.5],
// localAnchorB : [0,0.5],
// });
// world.addSpring(s);
game.camera.follow(box2);
cursors = game.input.keyboard.createCursorKeys();
// game.physics.defaultRestitution = 0.8;
}
function addedToWorld(body, world) {
console.log('Body added for', body);
}
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() {
// game.debug.text('x: ' + box2.body.velocity.x, 32, 32);
// game.debug.text('y: ' + box2.body.velocity.y, 32, 64);
}