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Oct 23rd, 2016
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  1. var game = new Phaser.Game(1300, 700, Phaser.AUTO, '', { preload: preload, create: create, update: update });
  2. var player1;
  3. var player2;
  4. var cursors;
  5. var keyboard;
  6. var weapon1;
  7. var weapon2;
  8. var player1Kills = 0;
  9. var player2Kills = 0;
  10. var text;
  11. var text2;
  12.  
  13. function preload() {
  14.  
  15.     game.load.image('bg1', "res/bg1.jpg");
  16.     game.load.image('player', "res/player.png");
  17.   game.load.image('player1', "res/player1.png");
  18.   game.load.image('bullet', "res/bullet.png");
  19.   game.load.image('bullet1', "res/bullet1.png");
  20.  
  21.     //game.load.image('player2', "player2.png");
  22. }
  23.  
  24. function create() {
  25.     game.add.sprite(0,0,'bg1');
  26.  
  27.     player1 = this.add.sprite(100,350,'player');
  28.     player1.scale.setTo(0.035,0.035);
  29.   game.physics.arcade.enable(player1);
  30.   player1.anchor.set(0.5,0.5);
  31.   player1.body.drag.set(70);
  32.   player1.body.maxVelocity.set(500);
  33.   player1.body.collideWorldBounds = true;
  34.  
  35.  
  36.  
  37.     player2 = this.add.sprite(1000,350,'player1');
  38.     player2.scale.set(0.02,0.02);
  39.     game.physics.arcade.enable(player2);
  40.     player2.anchor.set(0.5,0.5);
  41.   player2.body.drag.set(70);
  42.   player2.body.maxVelocity.set(500);
  43.   player2.body.collideWorldBounds = true;
  44.  
  45.  
  46. <<<<<<< HEAD
  47.   weapon = game.add.weapon(100, 'bullet');
  48.   weapon.killType = Phaser.Weapon.KILL_WORLD_BOUNDS;
  49.   weapon.fireRate = 20;
  50.   weapon.bulletSpeed = 800;
  51.   weapon.trackSprite(player1,20,0,true);  
  52.   game.physics.arcade.enable(weapon);
  53. =======
  54.   weapon1 = game.add.weapon(30, 'bullet');
  55.   weapon1.killType = Phaser.Weapon.KILL_WORLD_BOUNDS;
  56.   weapon1.fireRate = 100;
  57.   weapon1.bulletSpeed = 600;
  58.   weapon1.trackSprite(player1,20,0,true);
  59. >>>>>>> 13698d258389b404f8e9563d204bf4a197d49bfe
  60.  
  61.  
  62.   weapon2 = game.add.weapon(100,'bullet1');
  63.   weapon2.killType = Phaser.Weapon.KILL_WORLD_BOUNDS;
  64.   weapon2.fireRate = 20;
  65.   weapon2.bulletSpeed = 800;
  66.   weapon2.trackSprite(player2,20,0,true);
  67.  
  68. <<<<<<< HEAD
  69.   text = game.add.text(16,16, "0");
  70.   text2 = game.add.text(1100,16, "0");
  71.  
  72. =======
  73. >>>>>>> 13698d258389b404f8e9563d204bf4a197d49bfe
  74.     cursors = game.input.keyboard.createCursorKeys();
  75.  
  76.   keyboard = game.input.keyboard;
  77.  
  78.  
  79. }
  80.  
  81. function update() {
  82.  
  83.   text.text = "" + player1Kills;
  84.   text2.text = "" + player2Kills;
  85.  
  86.     if(keyboard.addKey(Phaser.KeyCode.W).isDown) {
  87.  
  88.         game.physics.arcade.accelerationFromRotation(player1.rotation, 250, player1.body.acceleration);
  89.  
  90.     } else {
  91.  
  92.     player1.body.acceleration.set(0);
  93.  
  94.   }
  95.  
  96.   if (keyboard.addKey(Phaser.KeyCode.A).isDown) {
  97.  
  98.     player1.body.angularVelocity = -250;
  99.  
  100.   } else if (keyboard.addKey(Phaser.KeyCode.D).isDown) {
  101.  
  102.     player1.body.angularVelocity = 250;
  103.  
  104.   } else {
  105.  
  106.     player1.body.angularVelocity = 0;
  107.  
  108.   }
  109.  
  110.  
  111.  
  112.   if(keyboard.addKey(Phaser.KeyCode.J).isDown) {
  113.  
  114.     player2.body.angularVelocity = -250;
  115.  
  116.   } else if(keyboard.addKey(Phaser.KeyCode.L).isDown) {
  117.  
  118.     player2.body.angularVelocity = 250;
  119.  
  120.   } else {
  121.  
  122.     player2.body.angularVelocity = 0;
  123.  
  124.   }
  125.  
  126.   if(keyboard.addKey(Phaser.KeyCode.I).isDown) {
  127.  
  128.     game.physics.arcade.accelerationFromRotation(player2.rotation, 250, player2.body.acceleration);
  129.  
  130.   } else {
  131.  
  132.     player2.body.acceleration.set(0);
  133.  
  134.   }
  135.  
  136.   if(keyboard.addKey(Phaser.KeyCode.SHIFT).isDown) {
  137.  
  138.     weapon1.fire();
  139.  
  140.   }
  141.   if(keyboard.addKey(Phaser.KeyCode.SPACEBAR).isDown) {
  142.  
  143.     weapon2.fire();
  144.  
  145.   }
  146.  
  147.   game.physics.arcade.overlap(weapon.bullets, player2, player2Die,null,this);
  148.   game.physics.arcade.overlap(weapon2.bullets, player1, player1Die, null, this);
  149.   game.physics.arcade.collide(player2,player1, null,null,this);
  150.  
  151. }
  152.  
  153. function player2Die() {
  154.  
  155.   player1.position.set(100,350);
  156.   player2.position.set(1000,350);
  157.   player1Kills += 1;
  158.   weapon2.killAll();
  159.   weapon.killAll();
  160.  
  161. }
  162.  
  163.  
  164. function player1Die() {
  165.  
  166.   player1.position.set(100,350);
  167.   player2.position.set(1000,350);
  168.   player2Kills += 1;
  169.   weapon2.killAll();
  170.   weapon.killAll();
  171.  
  172.  
  173. }
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