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'); layer.debug = true; layer.resizeWorld(); sprite = game.add.sprite(260, 100, 'phaser'); sprite.anchor.setTo(0.5, 0.5); sprite.body.setSize(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; sprite.body.bounce.x = 0.8; sprite.body.bounce.y = 0.8; 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() { // game.debug.renderSpriteBody(sprite); game.debug.renderSpriteBounds(sprite); }