phaser/examples/tilemaps/tile callbacks.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/tilemaps/maps/tile_collision_test.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.image('phaser', 'assets/sprites/arrow.png');
game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
}
var map;
var layer;
var sprite;
var cursors;
function create() {
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
map.addTilesetImage('coin');
map.setCollisionBetween(1, 12);
map.setTileIndexCallback(26, hitCoin, this);
map.setTileLocationCallback(2, 0, 1, 1, hitCoin, this);
layer = map.createLayer('Tile Layer 1');
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// layer.debug = true;
layer.resizeWorld();
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game.physics.gravity.y = 100;
sprite = game.add.sprite(260, 100, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
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sprite.body.setRectangle(16, 16, 8, 8);
// We'll set a lower max angular velocity here to keep it from going totally nuts
sprite.body.maxAngular = 500;
// Apply a drag otherwise the sprite will just spin and never slow down
sprite.body.angularDrag = 50;
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// sprite.body.bounce.x = 0.8;
// sprite.body.bounce.y = 0.8;
debugSprite = sprite;
game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
}
function hitCoin(sprite, tile) {
tile.tile.alpha = 0.2;
layer.dirty = true;
return false;
}
function update() {
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.body.angularVelocity = 0;
if (cursors.left.isDown)
{
sprite.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
sprite.body.angularVelocity = 300;
}
if (cursors.up.isDown)
{
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
}
}
function render() {
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// game.debug.renderBodyInfo(sprite, 16, 24);
// game.debug.renderPhysicsBody(sprite.body);
}