Created
September 8, 2016 20:05
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); | |
function preload() { | |
game.load.image('space', 'assets/skies/deep-space.jpg'); | |
game.load.image('bullet', 'assets/games/asteroids/bullets.png'); | |
game.load.image('ship', 'assets/games/asteroids/ship.png'); | |
} | |
var sprite; | |
var cursors; | |
var emitter; | |
var bullet; | |
var bullets; | |
var bulletTime = 0; | |
function create() { | |
// This will run in Canvas mode, so let's gain a little speed and display | |
game.renderer.clearBeforeRender = false; | |
game.renderer.roundPixels = true; | |
// We need arcade physics | |
game.physics.startSystem(Phaser.Physics.ARCADE); | |
// A spacey background | |
game.add.tileSprite(0, 0, game.width, game.height, 'space'); | |
// Our ships bullets | |
bullets = game.add.group(); | |
bullets.enableBody = true; | |
bullets.physicsBodyType = Phaser.Physics.ARCADE; | |
// All 40 of them | |
bullets.createMultiple(40, 'bullet'); | |
bullets.setAll('anchor.x', 0.5); | |
bullets.setAll('anchor.y', 0.5); | |
// Our player ship | |
sprite = game.add.sprite(300, 300, 'ship'); | |
sprite.anchor.set(0.5); | |
// and its physics settings | |
game.physics.enable(sprite, Phaser.Physics.ARCADE); | |
sprite.body.drag.set(100); | |
sprite.body.maxVelocity.set(200); | |
console.log("player", sprite.body); | |
emitter = game.add.emitter(game.world.centerX, game.world.centerY, 250); | |
emitter.makeParticles('ship', [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20], 200, true, true); | |
emitter.start(false, 8000, 400); | |
console.log("emitter", emitter); | |
// Game input | |
cursors = game.input.keyboard.createCursorKeys(); | |
game.input.keyboard.addKeyCapture([ Phaser.Keyboard.SPACEBAR ]); | |
} | |
function update() { | |
if (cursors.up.isDown){ | |
game.physics.arcade.accelerationFromRotation(sprite.rotation, 200, sprite.body.acceleration); | |
} else { | |
sprite.body.acceleration.set(0); | |
} | |
if (cursors.left.isDown) { | |
sprite.body.angularVelocity = -300; | |
} else if (cursors.right.isDown) { | |
sprite.body.angularVelocity = 300; | |
} else { | |
sprite.body.angularVelocity = 0; | |
} | |
if (game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { | |
fireBullet(); | |
} | |
screenWrap(sprite); | |
bullets.forEachExists(screenWrap, this); | |
game.physics.arcade.collide(emitter, sprite); | |
} | |
function fireBullet () { | |
if (game.time.now > bulletTime) { | |
bullet = bullets.getFirstExists(false); | |
if (bullet) { | |
bullet.reset(sprite.body.x + 16, sprite.body.y + 16); | |
bullet.lifespan = 2000; | |
bullet.rotation = sprite.rotation; | |
game.physics.arcade.velocityFromRotation(sprite.rotation, 400, bullet.body.velocity); | |
bulletTime = game.time.now + 50; | |
} | |
} | |
} | |
function screenWrap (sprite) { | |
if (sprite.x < 0) { | |
sprite.x = game.width; | |
} else if (sprite.x > game.width) { | |
sprite.x = 0; | |
} | |
if (sprite.y < 0) { | |
sprite.y = game.height; | |
} else if (sprite.y > game.height) { | |
sprite.y = 0; | |
} | |
} | |
function render() { | |
} |
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