Commit 30b700e5 authored by 18신대성's avatar 18신대성

단어끼리 부딪히면 가운데로 뭉치는 힘을 없게 해봄

parent 9a631207
......@@ -25,6 +25,7 @@ class WordObject
_wordGrade == 1 ? 7 : 10;
return temp;
})(this.wordGrade);
this.isForced = true;
//alert("wordTyping : " + this.wordTyping + '\n' + "wordGrade : " + this.wordGrade + '\n' + "wordWeight : " + this.wordWeight + '\n');
}
......@@ -32,6 +33,7 @@ class WordObject
{
var randomX = Phaser.Math.Between(100, 700);
this.physicsObj = scene.physics.add.sprite(randomX, 100, 'wordBackground').setScale(0.3);
this.physicsObj.body.bounce.set(0.5);
this.wordObj = scene.add.text(randomX, 100, this.wordText, {fontFamily: '"궁서", 궁서체, serif'}).setColor('#000000');
this.wordObj.setOrigin(0.5,0.5);
}
......@@ -47,12 +49,14 @@ class WordObject
WordSpace.wordPhysicsGroup.remove(this.physicsObj, true, true);
}
attract(wordSpeed)
{
var dist = Phaser.Math.Distance.Between(this.physicsObj.x, this.physicsObj.y, WordSpace.gravityPoint.x, WordSpace.gravityPoint.y);
var angle = Phaser.Math.Angle.Between(this.physicsObj.x, this.physicsObj.y, WordSpace.gravityPoint.x, WordSpace.gravityPoint.y);
this.physicsObj.setVelocity(dist * Math.cos(angle) * wordSpeed, dist * Math.sin(angle) * wordSpeed);
if (this.isForced)
{
var dist = Phaser.Math.Distance.Between(this.physicsObj.x, this.physicsObj.y, WordSpace.gravityPoint.x, WordSpace.gravityPoint.y);
var angle = Phaser.Math.Angle.Between(this.physicsObj.x, this.physicsObj.y, WordSpace.gravityPoint.x, WordSpace.gravityPoint.y);
this.physicsObj.setVelocity(dist * Math.cos(angle) * wordSpeed, dist * Math.sin(angle) * wordSpeed);
}
this.wordObj.setPosition(this.physicsObj.x, this.physicsObj.y);
}
......
......@@ -86,7 +86,11 @@ WordSpace.generateWord = function(scene)
word.instantiate(scene);
WordSpace.wordGroup.push(word);
WordSpace.wordForcedGroup.push(word);
scene.physics.add.collider(word.physicsObj, WordSpace.wordPhysicsGroup);
word.physicsObj.topObj = word;
scene.physics.add.collider(word.physicsObj, WordSpace.wordPhysicsGroup, function(object1)
{
if (object1.topObj.isForced) object1.topObj.isForced = false;
});
scene.physics.add.collider(word.physicsObj, BackGround.brainGroup);
WordSpace.wordPhysicsGroup.add(word.physicsObj);
}
......
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