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https://github.com/photonstorm/phaser
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Basic examples created
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1 changed files with 10 additions and 35 deletions
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@ -1,5 +1,5 @@
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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.CANVAS, 'phaser-example', { preload: preload, create: create,update:update});
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function preload() {
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@ -28,25 +28,23 @@ function create() {
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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map = new Phaser.Tilemap(game, 'level1');
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map = game.add.tilemap('level1');
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tileset = game.cache.getTileset('tiles');
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tileset = game.add.tileset('tiles');
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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tileset.setCollisionRange(12, 17, false, false, false, false);
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tileset.setCollisionRange(46, 51, false, false, false, false);
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// tileset.setCollisionRange(12, 16, false, false, false, false);
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// tileset.setCollisionRange(46, 50, false, false, false, false);
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layer = new Phaser.TilemapLayer(game, 0, 0, 800, 600, tileset, map, 0);
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layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
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layer.resizeWorld();
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game.world.add(layer.sprite);
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player = game.add.sprite(32, 32, 'dude');
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player.body.bounce.y = 0.2;
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player.body.collideWorldBounds = true;
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player.body.gravity.y = 6;
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player.body.setSize(16, 32, 8, 16);
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// player.body.setSize(16, 32, 8, 16);
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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@ -54,28 +52,16 @@ function create() {
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game.camera.follow(player);
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}
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function update() {
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layer.update();
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// getTiles: function (x, y, width, height, collides, layer) {
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overlap = layer.getTiles(player.body.x, player.body.y, player.body.width, player.body.height, true);
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if (overlap.length > 1)
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{
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for (var i = 1; i < overlap.length; i++)
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{
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game.physics.separateTile(player.body, overlap[i]);
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}
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}
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// game.physics.collide(player, map);
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game.physics.collide(player, layer);
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player.body.velocity.x = 0;
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// player.body.velocity.y = 0;
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// player.body.acceleration.y = 500;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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@ -126,14 +112,3 @@ function update() {
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}
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}
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function render() {
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layer.render();
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// game.debug.renderSpriteBody(player);
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// game.debug.renderSpriteInfo(player, 32, 32);
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// game.debug.renderSpriteCollision(player, 32, 320);
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}
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