发射
原文地址:http://www.phaser.io/examples/v2/arcade-physics/launcher。
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('analog', 'images/phaser/fusia.png'); game.load.image('arrow', 'images/phaser/longarrow2.png'); game.load.image('ball', 'images/phaser/pangball.png'); } var arrow; var ball; var catchFlag = false; var launchVelocity = 0; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); // 设置全局重力加速度 game.physics.arcade.gravity.y = 200; game.stage.backgroundColor = '#0072bc'; // 绘制竖直的杆 var graphics = game.add.graphics(0, 0); graphics.beginFill(0x049e0c); graphics.drawRect(395, 350, 10, 250); analog = game.add.sprite(400, 350, 'analog'); game.physics.enable(analog, Phaser.Physics.ARCADE); analog.body.allowGravity = false; analog.width = 8; analog.rotation = 220; analog.alpha = 0; analog.anchor.setTo(0.5, 0.0); arrow = game.add.sprite(400, 350, 'arrow'); game.physics.enable(arrow, Phaser.Physics.ARCADE); arrow.anchor.setTo(0.1, 0.5); arrow.body.moves = false; arrow.body.allowGravity = false; arrow.alpha = 0; ball = game.add.sprite(100, 400, 'ball'); game.physics.enable(ball, Phaser.Physics.ARCADE); ball.anchor.setTo(0.5, 0.5); ball.body.collideWorldBounds = true; ball.body.bounce.setTo(0.9, 0.9); // 球可以处理交互事件 ball.inputEnabled = true; ball.input.start(0, true); ball.events.onInputDown.add(set); ball.events.onInputUp.add(launch); } function set(ball, pointer) { ball.body.moves = false; ball.body.velocity.setTo(0, 0); ball.body.allowGravity = false; catchFlag = true; } function launch() { catchFlag = false; ball.body.moves = true; arrow.alpha = 0; analog.alpha = 0; Xvector = (arrow.x - ball.x) * 3; Yvector = (arrow.y - ball.y) * 3; ball.body.allowGravity = true; ball.body.velocity.setTo(Xvector, Yvector); } function update() { arrow.rotation = game.physics.arcade.angleBetween(arrow, ball); if (catchFlag == true) { // 若球被抓住,则随光标移动 ball.x = game.input.activePointer.worldX; ball.y = game.input.activePointer.worldY; arrow.alpha = 1; analog.alpha = 0.5; analog.rotation = arrow.rotation - 3.14 / 2; analog.height = game.physics.arcade.distanceToPointer(arrow); launchVelocity = analog.height; } } function render() { game.debug.text("拖拽球然后释放就可以发射", 32, 32); game.debug.bodyInfo(ball, 32, 64); } }
发布时间:2016/9/15 下午8:58:37 阅读次数:4826