发射后跟随

原文地址:http://www.phaser.io/examples/v2/arcade-physics/launcher-follow。

效果

源代码

window.onload = function () {
    var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser_container', 
                            preload: preload, create: create, update: update ,render: render });

    function preload() {

        game.load.image('background', 'images/phaser/starfield.jpg');
        game.load.image('player', 'images/phaser/phaser-dude.png');
        game.load.image('analog', 'images/phaser/fusia.png');
        game.load.image('arrow', 'images/phaser/longarrow2.png');

    }

    var player;
    var cursors;
    var arrow;
    var catchFlag = false;
    var launchVelocity = 0;

    function create() {

        game.physics.startSystem(Phaser.Physics.ARCADE);

        // 设置世界边界大小
        game.world.setBounds(0, 0, 3400, 1000);
        // 设置背景平铺
        game.add.tileSprite(0, 0, 3400, 1000, 'background');

        analog = game.add.sprite(200, 450, 'analog');
        analog.width = 8;
        analog.rotation = 220;
        analog.alpha = 0;
        analog.anchor.setTo(0.5, 0.0);

        arrow = game.add.sprite(200, 450, 'arrow');
        arrow.anchor.setTo(0.1, 0.5);
        arrow.alpha = 0;

        player = game.add.sprite(150, 320, 'player');

        game.physics.enable([player], Phaser.Physics.ARCADE);

        player.anchor.set(0.5);
        player.body.collideWorldBounds = true;
        player.body.bounce.set(0.9);
        player.body.drag.set(20, 20);

        // 小人可以被拖拽
        player.inputEnabled = true;
        player.input.start(0, true);
        player.events.onInputDown.add(set);
        player.events.onInputUp.add(launch);

        game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);

    }

    function set(player, pointer) {

        catchFlag = true;
        game.camera.follow(null);

        player.body.moves = false;
        player.body.velocity.setTo(0, 0);
        arrow.reset(player.x, player.y);
        analog.reset(player.x, player.y);

    }

    function launch() {

        catchFlag = false;
        player.body.moves = true;
        game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);

        arrow.alpha = 0;
        analog.alpha = 0;

        Xvector = (arrow.x - player.x) * 3;
        Yvector = (arrow.y - player.y) * 3;

        player.body.velocity.setTo(Xvector, Yvector);

    }

    function update() {

        arrow.rotation = game.physics.arcade.angleBetween(arrow, player);

        if (catchFlag == true) {
            
            player.x = game.input.activePointer.worldX;
            player.y = game.input.activePointer.worldY;

            arrow.alpha = 1;
            analog.alpha = 0.5;
            analog.rotation = arrow.rotation - 3.14 / 2;
            analog.height = game.physics.arcade.distanceBetween(arrow, player);
            launchVelocity = analog.height;
        }

    }

    function render() {

        game.debug.text("拖动sprite后释放就可以进行发射", 32, 32, 'rgb(0,255,0)');
        game.debug.cameraInfo(game.camera, 32, 64);
        game.debug.spriteCoords(player, 32, 150);
        game.debug.text("发射速度: " + parseInt(launchVelocity), 550, 32, 'rgb(0,255,0)');

    }
}

发布时间:2016/9/16 20:35:01  阅读次数:4152

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