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.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png'); game.load.image('ufo', 'assets/sprites/ufo.png'); game.load.image('ship', 'assets/sprites/thrust_ship2.png'); } var ship; var map; var layer; var cursors; var dump; function create() { game.stage.backgroundColor = '#2d2d2d'; // map = game.add.tilemap('map'); // map.addTilesetImage('ground_1x1'); // map.addTilesetImage('tiles2'); // map.setCollisionBetween(1, 12); // layer = map.createLayer('Tile Layer 1'); // layer.resizeWorld(); // dump = map.generateCollisionData(layer); ship = game.add.sprite(200, 200, 'ship'); ship.physicsEnabled = true; // We do this because our ship is shaped like a triangle, not a square :) ship.body.addPolygon({}, 29, 23 , 0, 23 , 14, 1); // ship.body.setCircle(32); // ship.body.setCircle(32, 20, 20); game.camera.follow(ship); cursors = game.input.keyboard.createCursorKeys(); } function update() { if (cursors.left.isDown) { ship.body.rotateLeft(100); } else if (cursors.right.isDown) { ship.body.rotateRight(100); } else { ship.body.setZeroRotation(); } if (cursors.up.isDown) { ship.body.thrust(400); } else if (cursors.down.isDown) { ship.body.reverse(400); } } function render() { // for (var i = 0, len = dump.length; i < len; i++) // { // game.debug.physicsBody(dump[i]); // } game.debug.physicsBody(ship.body); }