phaser/labs/code/012 ninja physics.js

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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles32.png', 32, 32, 34);
game.load.json('level', 'assets/physics/ninja-test-level.json');
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('sky', 'assets/skies/sky2.png');
}
var sprite1;
var tiles;
var cursors;
function create() {
var sky = game.add.image(0, 0, 'sky');
sky.fixedToCamera = true;
// Activate the Ninja physics system
game.physics.startSystem(Phaser.Physics.NINJA);
sprite1 = game.add.sprite(100, 0, 'ball');
// Enable the physics body for the Ninja physics system
game.physics.ninja.enableCircle(sprite1, sprite1.width / 2);
// A little more bounce
sprite1.body.bounce = 0.5;
// We'll just create the tiles from the JSON data
var layer = game.cache.getJSON('level').layers[0];
var i = 0;
var data = layer.data;
var width = layer.width;
var height = layer.height;
// Resize the world to match
game.world.setBounds(0, 0, width * 32, height * 32);
tiles = game.add.group();
var tile;
for (var y = 0; y < height; y++)
{
for (var x = 0; x < width; x++)
{
if (data[i] > 0)
{
tile = tiles.create(x * 32, y * 32, 'ninja-tiles', data[i] - 1);
game.physics.ninja.enableTile(tile, tile.frame);
}
i++;
}
}
cursors = game.input.keyboard.createCursorKeys();
game.camera.follow(sprite1);
}
function update() {
game.physics.ninja.collide(sprite1, tiles);
if (cursors.left.isDown)
{
sprite1.body.moveLeft(20);
}
else if (cursors.right.isDown)
{
sprite1.body.moveRight(20);
}
if (cursors.up.isDown)
{
sprite1.body.moveUp(20);
}
else if (cursors.down.isDown)
{
sprite1.body.moveUp(20);
}
}
function render() {
}