phaser/examples/groups/depth sort.js

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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.tilemap('desert', 'assets/tilemaps/maps/depthsort.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.spritesheet('trees', 'assets/tilemaps/tiles/walls_1x2.png', 32, 64);
}
var map;
var tileset;
var layer;
var sprite;
var group;
var oldY = 0;
var cursors;
function create() {
// Create our tilemap to walk around
map = game.add.tilemap('desert');
map.addTilesetImage('ground_1x1');
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
// This group will hold the main player + all the tree sprites to depth sort against
group = game.add.group();
// The player
sprite = group.create(300, 200, 'phaser');
// Some trees
for (var i = 0; i < 50; i++)
{
var x = game.math.snapTo(game.world.randomX, 32);
var y = game.math.snapTo(game.world.randomY, 32);
group.create(x, y, 'trees', game.rnd.integerInRange(0, 8));
}
// Move it
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.left.isDown)
{
sprite.body.velocity.x = -150;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 150;
}
if (cursors.up.isDown)
{
sprite.body.velocity.y = -150;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 150;
}
if (sprite.y !== oldY)
{
// Group.sort() is an expensive operation
// You really want to minimise how often it is called as much as possible.
// So this little check helps at least, but if you can, do it even less than this.
group.sort();
oldY = sprite.y;
}
}