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Last active October 1, 2019 01:32
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Asteroids-style motion

Use the left and right arrow keys to rotate the ship. Press the up arrow key to turn on the engine.

Notes

This is an example of Asteroids-style motion. The ship moves in straight lines until the engine is turned on and accelerates. When the ship reaches any of the stage boundaries it is repositioned to the opposite side. The ship rotates at ROTATION_SPEED degrees/second.

All code here is taken straight from the Game Mechanic Explorer, a collection of concrete examples for various game mechanics, algorithms, and effects. The examples are all implemented in JavaScript using the Phaser game framework, but the concepts and methods are general and can be adapted to any engine.

<!DOCTYPE html>
<meta charset="utf-8">
<script src="http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.3/phaser.min.js"></script>
<body>
<div id="game" style="overflow: hidden;"></div>
<script>
/*
A GAME MECHANIC EXPLORER DEMO
http://gamemechanicexplorer.com/#thrust-1
*/
var GameState = function(game) {};
// Load images and sounds
GameState.prototype.preload = function() {
this.game.load.spritesheet('ship', 'ship.png', 32, 32);
};
// Setup the example
GameState.prototype.create = function() {
// Set stage background color
this.game.stage.backgroundColor = 0x333333;
// Define motion constants
this.ROTATION_SPEED = 180; // degrees/second
this.ACCELERATION = 200; // pixels/second/second
this.MAX_SPEED = 250; // pixels/second
// Add the ship to the stage
this.ship = this.game.add.sprite(this.game.width/2, this.game.height/2, 'ship');
this.ship.anchor.setTo(0.5, 0.5);
this.ship.angle = -90; // Point the ship up
// Enable physics on the ship
this.game.physics.enable(this.ship, Phaser.Physics.ARCADE);
// Set maximum velocity
this.ship.body.maxVelocity.setTo(this.MAX_SPEED, this.MAX_SPEED); // x, y
// Capture certain keys to prevent their default actions in the browser.
// This is only necessary because this is an HTML5 game. Games on other
// platforms may not need code like this.
this.game.input.keyboard.addKeyCapture([
Phaser.Keyboard.LEFT,
Phaser.Keyboard.RIGHT,
Phaser.Keyboard.UP,
Phaser.Keyboard.DOWN
]);
// Show FPS
this.game.time.advancedTiming = true;
this.fpsText = this.game.add.text(
20, 20, '', { font: '16px Arial', fill: '#ffffff' }
);
};
// The update() method is called every frame
GameState.prototype.update = function() {
if (this.game.time.fps !== 0) {
this.fpsText.setText(this.game.time.fps + ' FPS');
}
// Keep the ship on the screen
if (this.ship.x > this.game.width) this.ship.x = 0;
if (this.ship.x < 0) this.ship.x = this.game.width;
if (this.ship.y > this.game.height) this.ship.y = 0;
if (this.ship.y < 0) this.ship.y = this.game.height;
if (this.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
// If the LEFT key is down, rotate left
this.ship.body.angularVelocity = -this.ROTATION_SPEED;
} else if (this.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
// If the RIGHT key is down, rotate right
this.ship.body.angularVelocity = this.ROTATION_SPEED;
} else {
// Stop rotating
this.ship.body.angularVelocity = 0;
}
if (this.input.keyboard.isDown(Phaser.Keyboard.UP)) {
// If the UP key is down, thrust
// Calculate acceleration vector based on this.angle and this.ACCELERATION
this.ship.body.acceleration.x = Math.cos(this.ship.rotation) * this.ACCELERATION;
this.ship.body.acceleration.y = Math.sin(this.ship.rotation) * this.ACCELERATION;
// Show the frame from the spritesheet with the engine on
this.ship.frame = 1;
} else {
// Otherwise, stop thrusting
this.ship.body.acceleration.setTo(0, 0);
// Show the frame from the spritesheet with the engine off
this.ship.frame = 0;
}
};
var game = new Phaser.Game(960, 500, Phaser.AUTO, 'game');
game.state.add('game', GameState, true);
window.focus();
</script>
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