var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var graphics;
var line;
var normal;
function create ()
{
graphics = this.add.graphics({ lineStyle: { width: 3, color: 0xaa00aa, alpha: 0.6 } });
line = new Phaser.Geom.Line(390, 300, 410, 300);
// if we omit a parameter, new Point instance will be created and returned
normal = Phaser.Geom.Line.GetNormal(line);
}
function update ()
{
if(line.y2 > -150)
{
graphics.strokeLineShape(line);
// normal is a directly perpendicular vector to supplied line
// this moves the second line point 15px away in perpendicular direction
line.x2 += normal.x * 15;
line.y2 += normal.y * 15;
// we can also supply an instance of Point that will be modified
Phaser.Geom.Line.GetNormal(line, normal);
}
}
var config = {
width: 800,
height: 600,
type: Phaser.AUTO,
parent: 'phaser-example',
scene: {
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var graphics;
var line;
var normal;
function create ()
{
graphics = this.add.graphics({ lineStyle: { width: 3, color: 0xaa00aa, alpha: 0.6 } });
line = new Phaser.Geom.Line(390, 300, 410, 300);
// if we omit a parameter, new Point instance will be created and returned
normal = Phaser.Geom.Line.GetNormal(line);
}
function update ()
{
if(line.y2 > -150)
{
graphics.strokeLineShape(line);
// normal is a directly perpendicular vector to supplied line
// this moves the second line point 15px away in perpendicular direction
line.x2 += normal.x * 15;
line.y2 += normal.y * 15;
// we can also supply an instance of Point that will be modified
Phaser.Geom.Line.GetNormal(line, normal);
}
}