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- var game = new Phaser.Game(1300, 700, Phaser.AUTO, '', { preload: preload, create: create, update: update });
- var player1;
- var player2;
- var cursors;
- var keyboard;
- var weapon1;
- var weapon2;
- var player1Kills = 0;
- var player2Kills = 0;
- var text;
- var text2;
- function preload() {
- game.load.image('bg1', "res/bg1.jpg");
- game.load.image('player', "res/player.png");
- game.load.image('player1', "res/player1.png");
- game.load.image('bullet', "res/bullet.png");
- game.load.image('bullet1', "res/bullet1.png");
- //game.load.image('player2', "player2.png");
- }
- function create() {
- game.add.sprite(0,0,'bg1');
- player1 = this.add.sprite(100,350,'player');
- player1.scale.setTo(0.035,0.035);
- game.physics.arcade.enable(player1);
- player1.anchor.set(0.5,0.5);
- player1.body.drag.set(70);
- player1.body.maxVelocity.set(500);
- player1.body.collideWorldBounds = true;
- player2 = this.add.sprite(1000,350,'player1');
- player2.scale.set(0.02,0.02);
- game.physics.arcade.enable(player2);
- player2.anchor.set(0.5,0.5);
- player2.body.drag.set(70);
- player2.body.maxVelocity.set(500);
- player2.body.collideWorldBounds = true;
- <<<<<<< HEAD
- weapon = game.add.weapon(100, 'bullet');
- weapon.killType = Phaser.Weapon.KILL_WORLD_BOUNDS;
- weapon.fireRate = 20;
- weapon.bulletSpeed = 800;
- weapon.trackSprite(player1,20,0,true);
- game.physics.arcade.enable(weapon);
- =======
- weapon1 = game.add.weapon(30, 'bullet');
- weapon1.killType = Phaser.Weapon.KILL_WORLD_BOUNDS;
- weapon1.fireRate = 100;
- weapon1.bulletSpeed = 600;
- weapon1.trackSprite(player1,20,0,true);
- >>>>>>> 13698d258389b404f8e9563d204bf4a197d49bfe
- weapon2 = game.add.weapon(100,'bullet1');
- weapon2.killType = Phaser.Weapon.KILL_WORLD_BOUNDS;
- weapon2.fireRate = 20;
- weapon2.bulletSpeed = 800;
- weapon2.trackSprite(player2,20,0,true);
- <<<<<<< HEAD
- text = game.add.text(16,16, "0");
- text2 = game.add.text(1100,16, "0");
- =======
- >>>>>>> 13698d258389b404f8e9563d204bf4a197d49bfe
- cursors = game.input.keyboard.createCursorKeys();
- keyboard = game.input.keyboard;
- }
- function update() {
- text.text = "" + player1Kills;
- text2.text = "" + player2Kills;
- if(keyboard.addKey(Phaser.KeyCode.W).isDown) {
- game.physics.arcade.accelerationFromRotation(player1.rotation, 250, player1.body.acceleration);
- } else {
- player1.body.acceleration.set(0);
- }
- if (keyboard.addKey(Phaser.KeyCode.A).isDown) {
- player1.body.angularVelocity = -250;
- } else if (keyboard.addKey(Phaser.KeyCode.D).isDown) {
- player1.body.angularVelocity = 250;
- } else {
- player1.body.angularVelocity = 0;
- }
- if(keyboard.addKey(Phaser.KeyCode.J).isDown) {
- player2.body.angularVelocity = -250;
- } else if(keyboard.addKey(Phaser.KeyCode.L).isDown) {
- player2.body.angularVelocity = 250;
- } else {
- player2.body.angularVelocity = 0;
- }
- if(keyboard.addKey(Phaser.KeyCode.I).isDown) {
- game.physics.arcade.accelerationFromRotation(player2.rotation, 250, player2.body.acceleration);
- } else {
- player2.body.acceleration.set(0);
- }
- if(keyboard.addKey(Phaser.KeyCode.SHIFT).isDown) {
- weapon1.fire();
- }
- if(keyboard.addKey(Phaser.KeyCode.SPACEBAR).isDown) {
- weapon2.fire();
- }
- game.physics.arcade.overlap(weapon.bullets, player2, player2Die,null,this);
- game.physics.arcade.overlap(weapon2.bullets, player1, player1Die, null, this);
- game.physics.arcade.collide(player2,player1, null,null,this);
- }
- function player2Die() {
- player1.position.set(100,350);
- player2.position.set(1000,350);
- player1Kills += 1;
- weapon2.killAll();
- weapon.killAll();
- }
- function player1Die() {
- player1.position.set(100,350);
- player2.position.set(1000,350);
- player2Kills += 1;
- weapon2.killAll();
- weapon.killAll();
- }
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