var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48); game.load.image('background', 'assets/games/starstruck/background2.png'); game.load.image('box', 'assets/sprites/block.png'); } var player; var facing = 'left'; var jumpTimer = 0; var cursors; var jumpButton; var boxes; function create() { game.stage.backgroundColor = '#000000'; bg = game.add.tileSprite(0, 0, 800, 600, 'background'); bg.fixedToCamera = true; game.physics.gravity.y = 20; game.physics.friction = 0.5; player = game.add.sprite(50, 400, 'dude'); player.physicsEnabled = true; player.body.fixedRotation = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('turn', [4], 20, true); player.animations.add('right', [5, 6, 7, 8], 10, true); boxes = game.add.group(); for (var i = 0; i < 1; i++) { // var box = boxes.create(game.rnd.integerInRange(200, 700), game.rnd.integerInRange(0, 100), 'box'); var box = boxes.create(game.rnd.integerInRange(200, 700), 550, 'box'); // box.scale.set(0.5); // box.scale.set(game.rnd.realInRange(0.2, 0.7)); box.physicsEnabled = true; box.body.static = true; box.body.fixedRotation = true; box.body.createBodyCallback(player.body, gotBox, this); } cursors = game.input.keyboard.createCursorKeys(); jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); } function gotBox(body1, body2, shape1, shape2) { console.log('gotBox'); body1.sprite.kill(); } function update() { if (cursors.left.isDown) { player.body.moveLeft(200); if (facing != 'left') { player.animations.play('left'); facing = 'left'; } } else if (cursors.right.isDown) { player.body.moveRight(200); if (facing != 'right') { player.animations.play('right'); facing = 'right'; } } else { player.body.velocity.x = 0; if (facing != 'idle') { player.animations.stop(); if (facing == 'left') { player.frame = 0; } else { player.frame = 5; } facing = 'idle'; } } if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump()) { player.body.moveUp(300); jumpTimer = game.time.now + 750; } } function checkIfCanJump(){ var yAxis = p2.vec2.fromValues(0,1); var result = false; for(var i=0; i 0.5) result = true; } } return result; } function render () { game.debug.physicsBody(player.body); }