Phaser current version test environment

Basic Phaser setup for testing

by Lewis Lane

HTML

<script src="//cdnjs.cloudflare.com/ajax/libs/phaser/2.1.0/phaser.min.js"></script>
<div id="test"></div>

CSS

body {
    background: #333;
}

JavaScript

// Phaser current version test environment
// Bouncy car (simple custom physics implementation)

var game = new Phaser.Game(600, 400, Phaser.AUTO, 'test', null, false, false);

var BasicGame = function (game) {};

BasicGame.Boot = function (game) {};

var car;

BasicGame.Boot.prototype = {
    preload: function () {
        
    },
    create: function () {
        var carBmp = game.add.bitmapData(96, 48);
        carBmp.rect(16, 0, 64, 32, '#f00');
        carBmp.rect(0, 16, 96, 32, '#f00');
        car = game.add.sprite(game.world.centerX, game.world.centerY, carBmp);
        car.anchor.set(0.5);
        
        // Store the velocity as a Point object
        car.velocity = new Phaser.Point(0, 0);
        
        // Bounciness - how high the car bounces back up compared to how far it fell
        // 0 = no bounce, 1 = perfectly bouncy
        car.bounce = new Phaser.Point(0, 0.5);
        
        // Gravity also stored as a Point (we'll only be using y gravity)
        car.gravity = new Phaser.Point(0, 20);
        
        game.time.events.loop(1000, function() {
            // Randomly jolt the car upwards every second
            car.velocity.y = game.rnd.integerInRange(-1, -8);
        }, this);
        
        this.cursors = game.input.keyboard.createCursorKeys();
    },
    update: function () {
        // Time in seconds, for framerate independent calculations
        var deltaTime = game.time.elapsed * 0.001;
        
        // Steering
        if (this.cursors.left.isDown) {
            car.velocity.x -= (20 * deltaTime);   
        }
        else if (this.cursors.right.isDown) {
             car.velocity.x += (20 * deltaTime);   
        }
        else {
            car.velocity.x *= (55 * deltaTime);   
        }
        car.steer = Phaser.Math.clamp(car.velocity.x, -5, 5);
        car.x += car.velocity.x;
        if (car.x < car.width) {
            car.velocity.x = 0;
            car.x = car.width;   
        }
        else if (car.x >...