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/features_test.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png'); game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png'); game.load.image('phaser', 'assets/sprites/arrow.png'); game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32); } var cursors; var map; var coins; var layer; var sprite; function create() { map = game.add.tilemap('map'); map.addTilesetImage('ground_1x1'); map.addTilesetImage('walls_1x2'); map.addTilesetImage('tiles2'); map.setCollisionBetween(1, 12); layer = map.createLayer('Tile Layer 1'); // layer.debug = true; layer.resizeWorld(); // Here we create our coins group coins = game.add.group(); // And now we convert all of the Tiled objects with an ID of 34 into sprites within the coins group map.createFromObjects('Object Layer 1', 34, 'coin', 0, true, false, coins); // Add animations to all of the coin sprites coins.callAll('animations.add', 'animations', 'spin', [0, 1, 2, 3, 4, 5], 10, true); coins.callAll('animations.play', 'animations', 'spin'); sprite = game.add.sprite(260, 100, 'phaser'); sprite.anchor.setTo(0.5, 0.5); // This adjusts the collision body size. sprite.body.setRectangle(16, 16, 25, 15); // 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() { game.physics.collide(sprite, layer); game.physics.overlap(sprite, coins, collectCoin, null, this); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.body.angularVelocity = 0; if (cursors.left.isDown) { sprite.body.angularVelocity = -300; } else if (cursors.right.isDown) { sprite.body.angularVelocity = 300; } if (cursors.up.isDown) { game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity); } } function collectCoin(player, coin) { coin.kill(); } function render() { game.debug.renderPhysicsBody(sprite.body); }