Created
March 22, 2019 10:55
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var ballMinVel = 15; | |
var ballMaxVel = 150; | |
var ballMaxFactorVel = 2; | |
class Ball { | |
constructor(x, y) { | |
this.ball = game.add.sprite(x, y, 'ball'); | |
game.physics.enable(this.ball); | |
this.ball.anchor.setTo(0.5, 0.5); | |
this.ball.body.setCircle(20); | |
this.ball.body.mass = 0.5; | |
this.ball.body.bounce.y = 0.5; | |
this.ball.body.collideWorldBounds = true; | |
this.ball.body.gravity.y = plyGravity; | |
} | |
update() { | |
game.physics.arcade.collide(this.ball, platforms); | |
game.physics.arcade.collide(this.ball, toitsGoals); | |
for (var i=0; i < players.length; i++) | |
game.physics.arcade.overlap(this.ball, players[i].player, this.playerHit, null, this); | |
for (var i=0; i < goals.length; i++) | |
game.physics.arcade.collide(this.ball, goals[i].goal, this.goalHit, null, this); | |
if (this.ball.body.y > game.height - 180) | |
return; | |
if (this.ball.body.x < 30) | |
this.ball.body.velocity.x += 10; | |
else if (this.ball.body.x > game.width - 80) | |
this.ball.body.velocity.x -= 10; | |
} | |
playerHit (ball, player) { | |
// la balle part à 45degrees donc vel x = vel y | |
var vel = Math.abs(player.body.velocity.x) * ballMaxFactorVel; | |
if (vel < ballMinVel) | |
vel = ballMinVel; | |
if (vel > ballMaxVel) | |
vel = ballMaxVel; | |
var dir = ball.body.x - player.body.x; | |
if ((dir > 0 && ball.body.velocity.x < 0) || (dir < 0 && ball.body.velocity.x > 0)) | |
ball.body.velocity.x = 0; | |
ball.body.velocity.x += vel * Math.sign(dir); | |
ball.body.velocity.y = -vel * 3; | |
} | |
goalHit (ball, goal) { | |
console.log("La balle est rentré dans un goal d'id #" + goal.id); | |
if (goal.id == 0) | |
scoreBlue++; | |
else | |
scoreRed++; | |
game.state.start('Game'); | |
} | |
} |
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