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/maps/commando.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/maps/commando.png'); game.load.image('phaser', 'assets/sprites/arrow.png'); } var cursors; var map; var layer; var sprite; function create() { map = game.add.tilemap('map'); map.addTilesetImage('CommandoMap1-1BG_bank.png', 'tiles'); layer = map.createLayer('ShoeBox Tile Grab'); // 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; game.camera.follow(sprite); cursors = game.input.keyboard.createCursorKeys(); } function update() { /* if (cursors.left.isDown) { game.camera.x -= 1; } else if (cursors.right.isDown) { game.camera.x += 1; } if (cursors.up.isDown) { layer.scrollY -= 4; } else if (cursors.down.isDown) { layer.scrollY += 4; } */ game.physics.collide(sprite, layer); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.body.angularVelocity = 0; // sprite.body.acceleration.x = 0; // sprite.body.angularAcceleration = 0; if (cursors.left.isDown) { // sprite.body.acceleration.x = -200; sprite.body.angularVelocity = -300; // sprite.body.angularAcceleration -= 200; } else if (cursors.right.isDown) { // sprite.body.acceleration.x = 200; sprite.body.angularVelocity = 300; // sprite.body.angularAcceleration += 200; } if (cursors.up.isDown) { game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity); } else { // game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity); } /* sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.angle = sprite.angle + 1; if (cursors.up.isDown) { sprite.body.velocity.y = -900; } else if (cursors.down.isDown) { sprite.body.velocity.y = 900; } if (cursors.left.isDown) { sprite.body.velocity.x = -900; // sprite.scale.x = -1; } else if (cursors.right.isDown) { sprite.body.velocity.x = 900; // sprite.scale.x = 1; } */ } function render() { // game.debug.renderSpriteBody(sprite); // game.debug.renderSpriteBounds(sprite); // game.debug.renderText(sprite.x, 32, 32); // game.debug.renderText(sprite.y, 32, 48); // game.debug.renderText(layer.scrollX, 32, 32); // game.debug.renderText(layer.scrollY, 32, 48); }