2014-02-18 03:01:51 +00:00
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
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game.load.image('ufo', 'assets/sprites/ufo.png');
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game.load.image('ship', 'assets/sprites/thrust_ship2.png');
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}
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var ship;
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var map;
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var layer;
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var cursors;
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var dump;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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2014-02-19 15:43:05 +00:00
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// map = game.add.tilemap('map');
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2014-02-18 03:01:51 +00:00
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2014-02-19 15:43:05 +00:00
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// map.addTilesetImage('ground_1x1');
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// map.addTilesetImage('tiles2');
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2014-02-18 03:01:51 +00:00
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2014-02-19 15:43:05 +00:00
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// map.setCollisionBetween(1, 12);
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2014-02-18 03:01:51 +00:00
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2014-02-19 15:43:05 +00:00
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// layer = map.createLayer('Tile Layer 1');
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2014-02-18 03:01:51 +00:00
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2014-02-19 15:43:05 +00:00
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// layer.resizeWorld();
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2014-02-18 03:01:51 +00:00
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2014-02-19 15:43:05 +00:00
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// dump = map.generateCollisionData(layer);
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2014-02-18 03:01:51 +00:00
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ship = game.add.sprite(200, 200, 'ship');
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ship.physicsEnabled = true;
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// We do this because our ship is shaped like a triangle, not a square :)
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ship.body.addPolygon({}, 29, 23 , 0, 23 , 14, 1);
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2014-02-19 15:43:05 +00:00
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// ship.body.setCircle(32);
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// ship.body.setCircle(32, 20, 20);
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2014-02-18 03:01:51 +00:00
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game.camera.follow(ship);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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if (cursors.left.isDown)
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{
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ship.body.rotateLeft(100);
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}
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else if (cursors.right.isDown)
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{
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ship.body.rotateRight(100);
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}
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else
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{
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ship.body.setZeroRotation();
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}
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if (cursors.up.isDown)
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{
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ship.body.thrust(400);
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}
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else if (cursors.down.isDown)
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{
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ship.body.reverse(400);
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}
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}
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function render() {
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2014-02-19 15:43:05 +00:00
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// for (var i = 0, len = dump.length; i < len; i++)
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// {
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2014-03-03 01:19:31 +00:00
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// game.debug.physicsBody(dump[i]);
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2014-02-19 15:43:05 +00:00
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// }
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2014-02-18 03:01:51 +00:00
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2014-03-03 01:19:31 +00:00
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game.debug.physicsBody(ship.body);
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2014-02-18 03:01:51 +00:00
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}
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