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

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/*
* This example show how to load complex shapes created with PhysicsEditor (https://www.codeandweb.com/physicseditor)
*
* Scaling via: https://www.joshmorony.com/how-to-scale-a-game-for-all-device-sizes-in-phaser/
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*/
var config = {
type: Phaser.AUTO,
scale: {
mode: Phaser.Scale.FIT,
parent: 'game',
autoCenter: Phaser.Scale.CENTER_BOTH,
width: window.innerWidth * window.devicePixelRatio,
height: window.innerHeight * window.devicePixelRatio
}, transparent: true,
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backgroundColor: 0xffffff,
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});
var sprites = ['crate','banana','orange','cherries']; //array to choose random sprite from
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this.input.on('pointerdown', function (pointer) {
// var touchX = pointer.x;
// var touchY = pointer.y;
this.matter.add.sprite(pointer.x, pointer.y, 'sheet', sprites[getRandomInt(4)], {shape: shapes.banana});
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}, this);
}
function getRandomInt(max) {
return Math.floor(Math.random() * Math.floor(max));
}