mirror of
https://github.com/photonstorm/phaser
synced 2025-01-22 09:55:08 +00:00
177 lines
3.9 KiB
JavaScript
177 lines
3.9 KiB
JavaScript
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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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function preload() {
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game.load.tilemap('map', 'assets/tilemaps/maps/features_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('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
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game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
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game.load.image('phaser', 'assets/sprites/shinyball.png');
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// game.load.image('phaser', 'assets/sprites/atari130xe.png');
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// game.load.image('phaser', 'assets/sprites/mushroom2.png');
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}
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var cursors;
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var map;
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var coins;
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var layer;
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var layer2;
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var layer3;
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var sprite;
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function create() {
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$('#step').click(function(){
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game.step();
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});
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map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('walls_1x2');
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map.addTilesetImage('tiles2');
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map.setCollisionBetween(1, 12);
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layer = map.createLayer('Tile Layer 1');
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// layer.debug = true;
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layer.resizeWorld();
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sprite = game.add.sprite(170, 450, 'phaser');
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sprite.debug = true;
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sprite.body.velocity.x = 200;
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// sprite.anchor.setTo(0.5, 0.5);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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// sprite.body.maxAngular = 500;
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// Apply a drag otherwise the sprite will just spin and never slow down
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// sprite.body.angularDrag = 50;
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// sprite.body.bounce.x = 0.8;
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// sprite.body.bounce.y = 0.8;
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// sprite.angle = 35;
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game.camera.follow(sprite);
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// game.input.onDown.add(getIt, this);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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/*
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if (cursors.left.isDown)
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{
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game.camera.x -= 1;
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}
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else if (cursors.right.isDown)
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{
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game.camera.x += 1;
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}
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if (cursors.up.isDown)
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{
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layer.scrollY -= 4;
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}
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else if (cursors.down.isDown)
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{
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layer.scrollY += 4;
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}
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*/
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game.physics.collide(sprite, layer);
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// sprite.body.velocity.x = 0;
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// sprite.body.velocity.y = 0;
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// sprite.body.angularVelocity = 0;
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// sprite.body.acceleration.x = 0;
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// sprite.body.angularAcceleration = 0;
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/*
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if (cursors.left.isDown)
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{
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// sprite.body.acceleration.x = -200;
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sprite.body.angularVelocity = -300;
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// sprite.body.angularAcceleration -= 200;
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}
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else if (cursors.right.isDown)
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{
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// sprite.body.acceleration.x = 200;
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sprite.body.angularVelocity = 300;
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// sprite.body.angularAcceleration += 200;
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}
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if (cursors.up.isDown)
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{
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game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
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}
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else
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{
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// game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity);
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}
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*/
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/*
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.angle = sprite.angle + 1;
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*/
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -100;
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}
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else if (cursors.down.isDown)
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{
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sprite.body.velocity.y = 100;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -100;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 100;
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}
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}
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function render() {
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// game.debug.renderSpriteBody(sprite);
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// game.debug.renderSpriteBounds(sprite);
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game.debug.renderPhysicsBody(sprite.body);
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game.debug.renderBodyInfo(sprite, 32, 32);
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// game.debug.renderText(sprite.deltaX, 32, 32);
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// game.debug.renderText(sprite.deltaY, 32, 48);
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// game.debug.renderText(sprite.body.deltaX(), 232, 32);
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// game.debug.renderText(sprite.body.deltaY(), 232, 48);
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// game.debug.renderText(sprite.body.left, 32, 32);
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// game.debug.renderText(sprite.body.top, 32, 48);
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// game.debug.renderSpriteCoords(sprite, 32, 320);
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}
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