Tunnelling
p2js tunnelling
by Gaurav D
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/2.6.2/phaser.min.js"></script>
<div id="phaser"></div>
JavaScript
var game = new Phaser.Game(1000, 1000, Phaser.CANVAS, 'phaser', {
preload: preload,
create: create,
update: update
});
function preload() {}
function create() {
this.game.stage.disableVisibilityChange = true;
this.physics.startSystem(Phaser.Physics.P2JS);
this.physics.p2.restitution = 0.63;
this.physics.p2.gravity.y = 3000;
this.physics.p2.gravity.x = 0;
this.ballCollisionGroup = this.game.physics.p2.createCollisionGroup();
this.hoopCollisionGroup = this.game.physics.p2.createCollisionGroup();
this.groundCollisionGroup = this.game.physics.p2.createCollisionGroup();
this.ball = this.game.add.sprite(-120, 500);
this.game.physics.p2.enable(this.ball);
this.ball.body.setCircle(23);
this.ball.body.setCollisionGroup(this.ballCollisionGroup);
this.ball.body.collides([this.hoopCollisionGroup, this.groundCollisionGroup]);
this.ball.body.debug = true;
this.hoop_left = this.game.add.sprite(565, 294);
this.game.physics.p2.enable(this.hoop_left);
this.hoop_left.body.setRectangle(15, 10);
this.hoop_left.body.static = true;
this.hoop_left.body.setCollisionGroup(this.hoopCollisionGroup);
this.hoop_left.body.collides([this.ballCollisionGroup]);
this.hoop_left.original_key = 'hoop_left';
this.hoop_left.body.debug = true;
this.hoop_right = this.game.add.sprite(625, 294);
this.game.physics.p2.enable(this.hoop_right);
this.hoop_right.body.setRectangle(15, 10);
this.hoop_right.body.static = true;
this.hoop_right.body.setCollisionGroup(this.hoopCollisionGroup);
this.hoop_right.body.collides([this.ballCollisionGroup]);
this.hoop_right.original_key = 'hoop_right';
this.hoop_right.body.debug = true;
//this.ball.body.velocity.x = 932;
//this.ball.body.velocity.y = -1536;
this.ball.body.velocity.x = 932;
this.ball.body.velocity.y = -1536;
this.ball.body.rotateLeft(300);
}
function update() {}