57 lines
1.8 KiB
JavaScript
Executable File
57 lines
1.8 KiB
JavaScript
Executable File
/*
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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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var config = {
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type: Phaser.AUTO,
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width: 1200,
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height: 600,
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transparent: true,
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backgroundColor: 0xffffff,
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parent: 'game',
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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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this.input.on('pointerdown', function (pointer) {
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this.matter.add.sprite(pointer.x, pointer.y, 'sheet', 'banana', {shape: shapes.banana});
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}, this);
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}
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