var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var sprite;
var circle;
var cursors;
var text;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('ship', 'assets/games/asteroids/ship.png');
}
function create ()
{
sprite = this.physics.add.image(400, 300, 'ship');
sprite.body.setMaxSpeed(200);
circle = this.add.circle(sprite.x, sprite.y, 0.5 * sprite.body.maxSpeed, 0xffffff, 0.2);
console.log(circle);
cursors = this.input.keyboard.createCursorKeys();
text = this.add.text(10, 10, '', { font: '16px Courier', fill: '#00ff00' });
}
function update ()
{
if (cursors.up.isDown)
{
this.physics.velocityFromRotation(sprite.rotation, sprite.body.maxSpeed, sprite.body.acceleration);
}
else
{
sprite.setAcceleration(0);
}
if (cursors.left.isDown)
{
sprite.setAngularVelocity(-300);
}
else if (cursors.right.isDown)
{
sprite.setAngularVelocity(300);
}
else
{
sprite.setAngularVelocity(0);
}
text.setText('Speed: ' + sprite.body.speed);
this.physics.world.wrap(sprite, 100);
circle.setPosition(sprite.x, sprite.y);
}
var config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 800,
height: 600,
physics: {
default: 'arcade',
arcade: {
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var sprite;
var circle;
var cursors;
var text;
var game = new Phaser.Game(config);
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('ship', 'assets/games/asteroids/ship.png');
}
function create ()
{
sprite = this.physics.add.image(400, 300, 'ship');
sprite.body.setMaxSpeed(200);
circle = this.add.circle(sprite.x, sprite.y, 0.5 * sprite.body.maxSpeed, 0xffffff, 0.2);
console.log(circle);
cursors = this.input.keyboard.createCursorKeys();
text = this.add.text(10, 10, '', { font: '16px Courier', fill: '#00ff00' });
}
function update ()
{
if (cursors.up.isDown)
{
this.physics.velocityFromRotation(sprite.rotation, sprite.body.maxSpeed, sprite.body.acceleration);
}
else
{
sprite.setAcceleration(0);
}
if (cursors.left.isDown)
{
sprite.setAngularVelocity(-300);
}
else if (cursors.right.isDown)
{
sprite.setAngularVelocity(300);
}
else
{
sprite.setAngularVelocity(0);
}
text.setText('Speed: ' + sprite.body.speed);
this.physics.world.wrap(sprite, 100);
circle.setPosition(sprite.x, sprite.y);
}