var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/maps/cybernoid.png', 16, 16); game.load.image('phaser', 'assets/sprites/phaser-ship.png'); game.load.image('chunk', 'assets/sprites/chunk.png'); } var map; var layer; var cursors; var sprite; var emitter; function create() { // A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere). // You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer. map = game.add.tilemap('level3'); map.addTilesetImage('CybernoidMap3BG_bank.png', 'tiles'); layer = map.createLayer(0); // Basically this sets EVERY SINGLE tile to fully collide on all faces map.setCollisionByExclusion([7, 32, 35, 36, 47]); // layer.debug = true; layer.resizeWorld(); sprite = game.add.sprite(450, 80, 'phaser'); sprite.anchor.setTo(0.5, 0.5); sprite.angle = 5; game.camera.follow(sprite); // game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320); cursors = game.input.keyboard.createCursorKeys(); emitter = game.add.emitter(0, 0, 200); emitter.makeParticles('chunk'); emitter.minRotation = 0; emitter.maxRotation = 0; emitter.gravity = 5; emitter.bounce.setTo(0.5, 0.5); game.input.onDown.add(particleBurst, this); } function particleBurst() { emitter.x = game.input.worldX; emitter.y = game.input.worldY; emitter.start(true, 4000, null, 10); } function update() { game.physics.collide(sprite, layer); game.physics.collide(emitter, layer); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; if (cursors.up.isDown) { sprite.body.velocity.y = -150; } else if (cursors.down.isDown) { sprite.body.velocity.y = 150; } if (cursors.left.isDown) { sprite.body.velocity.x = -150; sprite.scale.x = -1; } else if (cursors.right.isDown) { sprite.body.velocity.x = 150; sprite.scale.x = 1; } }