// var game = new Phaser.Game(800, 600, Phaser.AUTO, '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, render: render }); function preload() { game.load.tilemap('level3', 'assets/tilemaps/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/tilemaps/tiles/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(); cursors = game.input.keyboard.createCursorKeys(); /* emitter = game.add.emitter(0, 0, 200); emitter.makeParticles('chunk'); emitter.minRotation = 0; emitter.maxRotation = 0; emitter.gravity = 150; emitter.bounce.setTo(0.5, 0.5); */ sprite = game.add.sprite(200, 70, 'phaser'); sprite.anchor.setTo(0.5, 0.5); game.physics.enable(sprite); // sprite.body.setSize(14, 14, 2, 0); console.log(sprite.body); game.camera.follow(sprite); } function particleBurst() { // emitter.x = sprite.x; // emitter.y = sprite.y; // emitter.start(true, 2000, null, 1); } function update() { game.physics.arcade.collide(sprite, layer); game.physics.arcade.collide(emitter, layer); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; if (cursors.up.isDown) { sprite.body.velocity.y = -100; // particleBurst(); } else if (cursors.down.isDown) { sprite.body.velocity.y = 100; // particleBurst(); } if (cursors.left.isDown) { sprite.body.velocity.x = -100; sprite.scale.x = -1; // particleBurst(); } else if (cursors.right.isDown) { sprite.body.velocity.x = 100; sprite.scale.x = 1; // particleBurst(); } } function render() { // game.debug.text(game.physics.arcade._intersection.width, 32, 32); // game.debug.text(game.physics.arcade._intersection.height, 32, 64); game.debug.geom(sprite.body, 'rgba(0,255,0,0.4)', true, 1); game.debug.text(sprite.body.overlapX, 32, 32); game.debug.text(sprite.body.overlapY, 32, 64); }