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/tilemaps/maps/platform.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('platformer_tiles', 'assets/tilemaps/tiles/platformer_tiles.png'); game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60); game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17); } var map; var layer; var sprite; var sprite2; var balls; var cursors; function create() { game.stage.backgroundColor = '#124184'; map = game.add.tilemap('map'); map.addTilesetImage('platformer_tiles'); map.setCollisionBetween(21, 53); layer = map.createLayer('Tile Layer 1'); layer.debug = true; // game.physics.gravity.y = 150; /* balls = game.add.group(); for (var i = 0; i < 30; i++) { var s = balls.create(game.rnd.integerInRange(100, 700), game.rnd.integerInRange(100, 200), 'balls', game.rnd.integerInRange(0, 6)); s.body.velocity.x = game.rnd.integerInRange(-400, 400); s.body.velocity.y = game.rnd.integerInRange(-100, -200); s.name = 'ball' + i; } balls.setAll('body.collideWorldBounds', true); balls.setAll('body.bounce.x', 0.8); balls.setAll('body.bounce.y', 0.9); balls.setAll('body.minBounceVelocity', 0.9); balls.setAll('body.linearDamping', 0.5); */ sprite2 = game.add.sprite(340, 250, 'gameboy', 2); sprite2.name = 'green'; sprite2.body.collideWorldBounds = true; // sprite2.body.bounce.setTo(0.5, 0.5); sprite = game.add.sprite(270, 100, 'gameboy', 0); sprite.name = 'red'; sprite.body.collideWorldBounds = true; sprite.body.minBounceVelocity = 0.9; sprite.body.bounce.setTo(0.5, 0.9); sprite.body.linearDamping = 0.5; game.input.onDown.add(launch, this); } function launch() { // sprite.body.velocity.x = -200; // sprite.body.velocity.y = -200; sprite2.body.velocity.x = -200; sprite2.body.velocity.y = -200; } function hit(face, body1, body2) { console.log('hit', face); } var flag = false; function update() { // game.physics.collide(balls, layer); game.physics.collide(sprite, layer); game.physics.collide(sprite2, layer); game.physics.collide(sprite, sprite2); } function render() { game.debug.renderBodyInfo(sprite2, 32, 32); game.debug.renderPhysicsBody(sprite2.body); // game.debug.renderText(sprite2.body.left, 32, 30); // game.debug.renderText(sprite2.body.right, 32, 50); // game.debug.renderText(sprite2.body.top, 32, 70); // game.debug.renderText(sprite2.body.bottom, 32, 90); // for (var i = 0; i < balls._container.length; i++) // { // } // if (sprite) // { // // game.debug.renderBodyInfo(sprite, 20, 30); // game.debug.renderBodyInfo(sprite2, 20, 230); // } }