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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.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32);
game.load.image('pixel', 'http://1x1px.me/FF4D00-0.8.png');
}
var ship;
var cursors;
var customBounds;
var boxes = [];
function create() {
// The bounds of our physics simulation
var bounds = new Phaser.Rectangle(100, 100, 400, 400);
game.physics.startSystem(Phaser.Physics.P2JS);
game.physics.p2.restitution = 0.9;
generator = game.add.physicsGroup(Phaser.Physics.P2JS);
for (var i = 0; i < 6; i++)
{
var box = generator.create(bounds.randomX, bounds.randomY, 'pixel');
box.body.setRectangle(40, 60);
box.scale.set(40, 60)
boxes.push(box)
}
ship = game.add.sprite(bounds.centerX, bounds.centerY, 'ship');
ship.scale.set(2);
ship.smoothed = false;
ship.animations.add('fly', [0,1,2,3,4,5], 10, true);
ship.play('fly');
// Create our physics body. A circle assigned the playerCollisionGroup
game.physics.p2.enable(ship);
ship.body.setCircle(28);
// Create a new custom sized bounds, within the world bounds
customBounds = { left: null, right: null, top: null, bottom: null };
createPreviewBounds(bounds.x, bounds.y, bounds.width, bounds.height);
// Just to display the bounds
var graphics = game.add.graphics(bounds.x, bounds.y);
graphics.lineStyle(4, 0xffd900, 1);
graphics.drawRect(0, 0, bounds.width, bounds.height);
cursors = game.input.keyboard.createCursorKeys();
}
function createPreviewBounds(x, y, w, h) {
var sim = game.physics.p2;
// If you want to use your own collision group then set it here and un-comment the lines below
var mask = sim.boundsCollisionGroup.mask;
customBounds.left = new p2.Body({ mass: 0, position: [ sim.pxmi(x), sim.pxmi(y) ], angle: 1.5707963267948966 });
customBounds.left.addShape(new p2.Plane());
// customBounds.left.shapes[0].collisionGroup = mask;
customBounds.right = new p2.Body({ mass: 0, position: [ sim.pxmi(x + w), sim.pxmi(y) ], angle: -1.5707963267948966 });
customBounds.right.addShape(new p2.Plane());
// customBounds.right.shapes[0].collisionGroup = mask;
customBounds.top = new p2.Body({ mass: 0, position: [ sim.pxmi(x), sim.pxmi(y) ], angle: -3.141592653589793 });
customBounds.top.addShape(new p2.Plane());
// customBounds.top.shapes[0].collisionGroup = mask;
customBounds.bottom = new p2.Body({ mass: 0, position: [ sim.pxmi(x), sim.pxmi(y + h) ] });
customBounds.bottom.addShape(new p2.Plane());
// customBounds.bottom.shapes[0].collisionGroup = mask;
sim.world.addBody(customBounds.left);
sim.world.addBody(customBounds.right);
sim.world.addBody(customBounds.top);
sim.world.addBody(customBounds.bottom);
}
function update() {
ship.body.setZeroVelocity();
if (cursors.left.isDown)
{
ship.body.moveLeft(200);
}
else if (cursors.right.isDown)
{
ship.body.moveRight(200);
}
if (cursors.up.isDown)
{
ship.body.moveUp(200);
}
else if (cursors.down.isDown)
{
ship.body.moveDown(200);
}
}
function render() {
var angle = ship.body.rotation + Math.PI / 2
var x = ship.body.x
var y = ship.body.y
var lineOfSight = new Phaser.Line().fromAngle(x, y, angle, 1000)
game.debug.geom(lineOfSight)
game.debug.lineInfo(lineOfSight, 32, 32)
}
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