多个球的碰撞

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

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 });

    function preload() {

        game.load.image('atari', 'images/phaser/atari130xe.png');
        game.load.spritesheet('bullets', 'images/phaser/balls.png', 17, 17);

    }

    var atari;
    var balls;
    var cursors;

    function create() {

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

        game.stage.backgroundColor = '#2d2d2d';

        balls = game.add.group();

        balls.createMultiple(250, 'bullets', 0, false);

        atari = game.add.sprite(300, 450, 'atari');

        game.physics.arcade.gravity.y = 400;

        //  开启世界中所有对象的物理效果(参数true表示子对象也开启物理效果)
        game.physics.arcade.enable(game.world, true);

        atari.body.allowGravity = 0;
        atari.body.immovable = true;

        cursors = game.input.keyboard.createCursorKeys();

        game.time.events.loop(150, fire, this);

        game.add.text(16, 16, '按Left / Right键移动', { font: '18px Arial', fill: '#ffffff' });

    }

    function fire() {

        var ball = balls.getFirstExists(false);

        if (ball) {
            ball.frame = game.rnd.integerInRange(0, 6);
            ball.exists = true;
            ball.reset(game.world.randomX, 0);

            ball.body.bounce.y = 0.8;
        }

    }

    function reflect(a, ball) {

        if (ball.y > (atari.y + 5)) {
            return true;
        }
        else {
            ball.body.velocity.x = atari.body.velocity.x;
            ball.body.velocity.y *= -(ball.body.bounce.y);

            return false;
        }

    }

    function update() {

        game.physics.arcade.collide(atari, balls, null, reflect, this);

        atari.body.velocity.x = 0;

        if (cursors.left.isDown) {
            atari.body.velocity.x = -200;
        }
        else if (cursors.right.isDown) {
            atari.body.velocity.x = 200;
        }

        balls.forEachAlive(checkBounds, this);

    }

    function checkBounds(ball) {

        if (ball.y > 600) {
            ball.kill();
        }

    }
}

发布时间:2016/10/7 21:31:26  阅读次数:4082

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