模拟蛇的移动
原文地址:http://www.phaser.io/examples/v2/arcade-physics/snake。
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('ball', 'images/phaser/shinyball.png');
}
var snakeHead; //蛇头
var snakeSection = new Array(); // sprite数组构成蛇身
var snakePath = new Array(); // 位置数组用来存储蛇身的跟随位置
var numSnakeSections = 30; // 蛇身的关节数量
var snakeSpacer = 6; // 关节的间隙大小
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
game.world.setBounds(0, 0, 800, 600);
cursors = game.input.keyboard.createCursorKeys();
snakeHead = game.add.sprite(400, 300, 'ball');
snakeHead.anchor.setTo(0.5, 0.5);
game.physics.enable(snakeHead, Phaser.Physics.ARCADE);
// 初始化蛇身数组
for (var i = 1; i <= numSnakeSections - 1; i++) {
snakeSection[i] = game.add.sprite(400, 300, 'ball');
snakeSection[i].anchor.setTo(0.5, 0.5);
}
// 初始化蛇身关节位置信息数组
for (var i = 0; i <= numSnakeSections * snakeSpacer; i++) {
snakePath[i] = new Phaser.Point(400, 300);
}
}
function update() {
snakeHead.body.velocity.setTo(0, 0);
snakeHead.body.angularVelocity = 0;
if (cursors.up.isDown) {
snakeHead.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(snakeHead.angle, 300));
// 当蛇头移动时,就在位置数组中插入新的位置,并舍弃最后数组中一个数据
// and knock the last position off the end
var part = snakePath.pop();
part.setTo(snakeHead.x, snakeHead.y);
snakePath.unshift(part);
for (var i = 1; i <= numSnakeSections - 1; i++) {
snakeSection[i].x = (snakePath[i * snakeSpacer]).x;
snakeSection[i].y = (snakePath[i * snakeSpacer]).y;
}
}
if (cursors.left.isDown) {
snakeHead.body.angularVelocity = -300;
}
else if (cursors.right.isDown) {
snakeHead.body.angularVelocity = 300;
}
}
function render() {
game.debug.spriteInfo(snakeHead, 32, 32);
}
}
发布时间:2016/11/27 下午10:37:13 阅读次数:5452
