Created
February 11, 2014 03:08
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A Pen by FabianoPS.
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| var game = new Phaser.Game(400, 400, Phaser.CANVAS, '', | |
| {preload: preload, create: create, update: update, render: render }); | |
| var p1 | |
| var enemyGroup, ball0 | |
| var projectileGroup, weaponCD, bullet0 | |
| var floorGroup, floor, wallLeft, wallRight | |
| var keyboard, cursors | |
| var baseEnemies | |
| function preload() { | |
| game.load.image('fab', 'http://gravatar.com/avatar/922c9fdc02ec0531cd152ca7cadb33bf?s=50'); | |
| } | |
| function create() { | |
| game.stage.backgroundColor = '#2d2d2d'; | |
| p1 = game.add.sprite(10, game.world.height - 100, 'fab'); | |
| projectileGroup = game.add.group() | |
| weaponCD = 0 | |
| buildWalls() | |
| enemyGroup = game.add.group() | |
| ball0 = createEnemy(game.world.centerX, game.world.centerY ) | |
| ball0.body.velocity.x = 100 | |
| //p1.body.angularVelocity += 100 | |
| keyboard = game.input.keyboard | |
| //debugger | |
| cursors = game.input.keyboard.createCursorKeys() | |
| debugBtn = game.add.button(game.world.width - 30, 0, 'btn', activateDebug, this, 2, 1, 0); | |
| } | |
| function update() { | |
| p1.body.velocity.x = 0; | |
| p1.body.velocity.y = 100; | |
| if( cursors.right.isDown ){ | |
| p1.body.velocity.x = 300 | |
| } | |
| if( cursors.left.isDown ){ | |
| p1.body.velocity.x = -300 | |
| } | |
| if( cursors.up.isDown ){ | |
| fireWeapon() | |
| } | |
| game.physics.collide(p1, floorGroup, null, null, this); | |
| game.physics.collide(enemyGroup, floorGroup, null, null, this); | |
| game.physics.collide(enemyGroup, projectileGroup, bulletHitsBall, null, this); | |
| } | |
| function bulletHitsBall(enemy,projectile){ | |
| var x = enemy.x; | |
| var y = enemy.y; | |
| console.log("bulletHitsBall", x, y) | |
| enemy.kill() | |
| projectile.kill() | |
| var bl = createEnemy(x-10,y) | |
| bl.body.velocity.x = -100 | |
| var br = createEnemy(x+10,y) | |
| br.body.velocity.x = 100 | |
| } | |
| function buildWalls() { | |
| floorGroup = game.add.group() | |
| floor = floorGroup.create(0, game.world.height, null); | |
| floor.name = 'groundfloor'; | |
| floor.body.immovable = true; | |
| floor.body.setSize(game.world.width,100,0,0) | |
| wallLeft = floorGroup.create(-30, 0, null); | |
| wallLeft.body.setSize(31,game.world.height,0,0) | |
| wallLeft.body.immovable = true; | |
| wallRight = floorGroup.create(game.world.width-1, 0, null); | |
| wallRight.body.setSize(31,game.world.height,0,0) | |
| wallRight.body.immovable = true; | |
| } | |
| function createEnemy(x,y) { | |
| var enemy = enemyGroup.create(x, y, 'null') | |
| enemy.anchor.setTo(0.5, 0.5); | |
| enemy.body.gravity.y = 10 | |
| enemy.body.velocity.y = -200 | |
| //enemy.body.velocity.x = ( Math.random() > 0.5 ? 100 : -100 ) | |
| enemy.body.bounce.setTo(1.1,1); | |
| return enemy | |
| } | |
| function fireWeapon(){ | |
| x = p1.x + (p1.width/2) | |
| if( weaponCD + 300 < Date.now() ) { | |
| console.log('fireWeapon',x, 'group has', projectileGroup.length) | |
| weaponCD = Date.now() | |
| bullet0 = projectileGroup.create(x, game.world.height - 50, 'fab') | |
| bullet0.alpha = 0.5 | |
| bullet0.body.gravity.y = -10 | |
| // http://gametest.mobi/phaser/examples/sideview.html | |
| bullet0.events.onOutOfBounds.add(function(b){b.kill()}, this); | |
| //projectileGroup.alpha = 0.5 | |
| //projectileGroup.scale = new Phaser.Point(0.5,0.5) | |
| } | |
| } | |
| function activateDebug(){ | |
| debugger | |
| } | |
| function render() { | |
| //game.debug.renderSpriteInfo(p1, 100, 10); | |
| game.debug.renderSpriteInfo(p1, 100, 10); | |
| enemyGroup.forEach(function(ball){ | |
| if (ball && ball.exists ){ | |
| game.debug.renderSpriteBody(ball); | |
| } | |
| }) | |
| /*game.debug.renderSpriteCollision(sprite1, 32, 400); | |
| game.debug.renderSpriteBody(sprite1); | |
| game.debug.renderSpriteBody(sprite2);*/ | |
| } |
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