phaser/examples/wip/tilemap.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('phaser', 'assets/sprites/mushroom2.png');
}
var cursors;
var map;
var layer;
var sprite;
function create() {
game.stage.backgroundColor = '#5c94fc';
map = game.add.tilemap('map');
map.setCollisionByIndex(1);
// Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
layer = game.add.tilemapLayer(0, 0, 800, 600, null, map, 0);
// tileset = game.add.tileset('tilesNes');
// layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tilesetNes.tileWidth, 600, tileset, map, 0);
// disable this and you can place anywhere, but will almost certainly screw collision
// layer.fixedToCamera=false;
// this screws something up - not quite sure what, but needs investigating!
// layer.resizeWorld();
sprite = game.add.sprite(120, 450, 'phaser');
// sprite.anchor.setTo(0.5, 0.5);
// sprite.angle = 5;
// game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
game.input.onDown.add(dump, this);
}
function dump() {
console.log(sprite.bounds);
console.log(sprite.body.hull);
console.log('wy', sprite.world.y);
}
function update() {
/*
if (cursors.left.isDown)
{
layer.scrollX -= 4;
}
else if (cursors.right.isDown)
{
layer.scrollX += 4;
}
if (cursors.up.isDown)
{
layer.scrollY -= 4;
}
else if (cursors.down.isDown)
{
layer.scrollY += 4;
}
*/
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -150;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 150;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -150;
// sprite.scale.x = -1;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 150;
// sprite.scale.x = 1;
}
}
function render() {
game.debug.renderSpriteBody(sprite);
// game.debug.renderSpriteBounds(sprite);
game.debug.renderText(sprite.x, 32, 32);
game.debug.renderText(sprite.y, 32, 48);
}