diff --git a/examples/games/starstruck.js b/examples/games/starstruck.js index 300f27680..1b23d052a 100644 --- a/examples/games/starstruck.js +++ b/examples/games/starstruck.js @@ -1,5 +1,5 @@ -var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); +var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create,update:update}); function preload() { @@ -28,25 +28,23 @@ function create() { bg = game.add.tileSprite(0, 0, 800, 600, 'background'); bg.fixedToCamera = true; - map = new Phaser.Tilemap(game, 'level1'); + map = game.add.tilemap('level1'); - tileset = game.cache.getTileset('tiles'); + tileset = game.add.tileset('tiles'); tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true); - tileset.setCollisionRange(12, 17, false, false, false, false); - tileset.setCollisionRange(46, 51, false, false, false, false); + // tileset.setCollisionRange(12, 16, false, false, false, false); + // tileset.setCollisionRange(46, 50, false, false, false, false); - layer = new Phaser.TilemapLayer(game, 0, 0, 800, 600, tileset, map, 0); + layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0); layer.resizeWorld(); - game.world.add(layer.sprite); - player = game.add.sprite(32, 32, 'dude'); player.body.bounce.y = 0.2; player.body.collideWorldBounds = true; player.body.gravity.y = 6; - player.body.setSize(16, 32, 8, 16); + // player.body.setSize(16, 32, 8, 16); player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('turn', [4], 20, true); @@ -54,28 +52,16 @@ function create() { game.camera.follow(player); + + } function update() { - layer.update(); - // getTiles: function (x, y, width, height, collides, layer) { - overlap = layer.getTiles(player.body.x, player.body.y, player.body.width, player.body.height, true); - - if (overlap.length > 1) - { - for (var i = 1; i < overlap.length; i++) - { - game.physics.separateTile(player.body, overlap[i]); - } - } - - // game.physics.collide(player, map); + game.physics.collide(player, layer); player.body.velocity.x = 0; - // player.body.velocity.y = 0; - // player.body.acceleration.y = 500; if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { @@ -126,14 +112,3 @@ function update() { } } - -function render() { - - layer.render(); - - // game.debug.renderSpriteBody(player); - - // game.debug.renderSpriteInfo(player, 32, 32); - // game.debug.renderSpriteCollision(player, 32, 320); - -}