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/*
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* This example show how to load complex shapes created with PhysicsEditor (https://www.codeandweb.com/physicseditor)
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*
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* Scaling via: https://www.joshmorony.com/how-to-scale-a-game-for-all-device-sizes-in-phaser/
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*/
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var config = {
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type: Phaser.AUTO,
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scale: {
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mode: Phaser.Scale.FIT,
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parent: 'game',
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autoCenter: Phaser.Scale.CENTER_BOTH,
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width: window.innerWidth * window.devicePixelRatio,
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height: window.innerHeight * window.devicePixelRatio
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}, transparent: true,
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backgroundColor: 0xffffff,
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scene: {
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preload: preload,
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create: create
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},
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physics: {
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default: "matter",
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matter: {
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// debug: true
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}
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}
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};
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var game = new Phaser.Game(config);
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function preload() {
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// Load sprite sheet generated with TexturePacker
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this.load.atlas('sheet', 'assets/fruit-sprites.png', 'assets/fruit-sprites.json');
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// Load body shapes from JSON file generated using PhysicsEditor
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this.load.json('shapes', 'assets/fruit-shapes.json');
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//this.load.json('shapes', 'assets/scooter.json');
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}
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function create() {
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var shapes = this.cache.json.get('shapes');
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this.matter.world.setBounds(0, 0, game.config.width, game.config.height);
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this.add.image(0, 0, 'sheet', 'background').setOrigin(0, 0);
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// sprites are positioned at their center of mass
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var ground = this.matter.add.sprite(0, 0, 'sheet', 'ground', {shape: shapes.ground});
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ground.setPosition(0 + ground.centerOfMass.x, 280 + ground.centerOfMass.y); // corrected position: (0,280)
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this.matter.add.sprite(200, 50, 'sheet', 'crate', {shape: shapes.crate});
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this.matter.add.sprite(250, 250, 'sheet', 'banana', {shape: shapes.banana});
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this.matter.add.sprite(360, 50, 'sheet', 'orange', {shape: shapes.orange});
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this.matter.add.sprite(400, 250, 'sheet', 'cherries', {shape: shapes.cherries});
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var sprites = ['crate','banana','orange','cherries']; //array to choose random sprite from
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this.input.on('pointerdown', function (pointer) {
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// var touchX = pointer.x;
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// var touchY = pointer.y;
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this.matter.add.sprite(pointer.x, pointer.y, 'sheet', sprites[getRandomInt(4)], {shape: shapes.banana});
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}, this);
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}
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function getRandomInt(max) {
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return Math.floor(Math.random() * Math.floor(max));
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}
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