opencoil-paracity/graphics/falling-scooters/index.js

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2020-10-08 19:04:57 +02:00
/*
* This example show how to load complex shapes created with PhysicsEditor (https://www.codeandweb.com/physicseditor)
*/
var config = {
type: Phaser.AUTO,
width: 1200,
height: 600,
transparent: true,
backgroundColor: 0xffffff,
parent: 'game',
scene: {
preload: preload,
create: create
},
physics: {
default: "matter",
matter: {
// debug: true
}
}
};
var game = new Phaser.Game(config);
function preload() {
// Load sprite sheet generated with TexturePacker
this.load.atlas('sheet', 'assets/fruit-sprites.png', 'assets/fruit-sprites.json');
// Load body shapes from JSON file generated using PhysicsEditor
this.load.json('shapes', 'assets/fruit-shapes.json');
//this.load.json('shapes', 'assets/scooter.json');
}
function create() {
var shapes = this.cache.json.get('shapes');
this.matter.world.setBounds(0, 0, game.config.width, game.config.height);
this.add.image(0, 0, 'sheet', 'background').setOrigin(0, 0);
// sprites are positioned at their center of mass
var ground = this.matter.add.sprite(0, 0, 'sheet', 'ground', {shape: shapes.ground});
ground.setPosition(0 + ground.centerOfMass.x, 280 + ground.centerOfMass.y); // corrected position: (0,280)
this.matter.add.sprite(200, 50, 'sheet', 'crate', {shape: shapes.crate});
this.matter.add.sprite(250, 250, 'sheet', 'banana', {shape: shapes.banana});
this.matter.add.sprite(360, 50, 'sheet', 'orange', {shape: shapes.orange});
this.matter.add.sprite(400, 250, 'sheet', 'cherries', {shape: shapes.cherries});
this.input.on('pointerdown', function (pointer) {
this.matter.add.sprite(pointer.x, pointer.y, 'sheet', 'banana', {shape: shapes.banana});
}, this);
}