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('ball', 'assets/sprites/shinyball.png'); game.load.image('phaser', 'assets/sprites/firstaid.png'); // game.load.image('phaser', 'assets/sprites/atari130xe.png'); // game.load.image('phaser', 'assets/sprites/mushroom2.png'); } var cursors; var map; var coins; var layer; var layer2; var layer3; var sprite; var ball; var marker; function create() { console.log(' --- state create start ---'); $('#step').click(function(){ game.step(); }); game.stage.backgroundColor = '#124184'; marker = new Phaser.Line(256, 0, 256, 600); 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(); game.physics.gravity.y = 200; sprite = game.add.sprite(100, 240, 'phaser'); // sprite.anchor.setTo(0.5, 0.5); // sprite.body.setCircle(20); // sprite.body.moves = false; ball = game.add.sprite(200, 180, 'ball'); // game.add.tween(sprite).to({x: 500},5000,Phaser.Easing.Linear.None,true); // game.add.tween(sprite).to({angle: 360},5000,Phaser.Easing.Linear.None,true); // sprite = game.add.sprite(200, 240, 'phaser'); // 3-block corner test // sprite.debug = true; // game.stepping = true; // sprite.body.velocity.y = -300; // sprite.body.velocity.y = 200; // 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; // sprite.body.bounce.x = 0.8; sprite.body.bounce.y = 0.8; // sprite.angle = 35; game.camera.follow(sprite); // game.input.onDown.add(getIt, this); cursors = game.input.keyboard.createCursorKeys(); } function update() { // console.log(' --- state update start ---'); /* 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); game.physics.collide(sprite, ball); // sprite.body.velocity.y = -300; // sprite.body.angularVelocity = -100; // sprite.body.angularAcceleration = 200; // 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); } /* sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.angle = sprite.angle + 1; */ // if (cursors.up.isDown) // { // sprite.body.velocity.y = -200; // } // else if (cursors.down.isDown) // { // sprite.body.velocity.y = 100; // } // if (cursors.left.isDown) // { // sprite.body.velocity.x = -200; // } // else if (cursors.right.isDown) // { // sprite.body.velocity.x = 200; // } // if (cursors.up.isDown) // { // sprite.y -= 2; // } // else if (cursors.down.isDown) // { // sprite.y += 2; // } // if (cursors.left.isDown) // { // sprite.x -= 2; // } // else if (cursors.right.isDown) // { // sprite.x += 2; // } // if (cursors.up.isDown) // { // sprite.body.y -= 2; // } // else if (cursors.down.isDown) // { // sprite.body.y += 2; // } // if (cursors.left.isDown) // { // sprite.body.x -= 2; // } // else if (cursors.right.isDown) // { // sprite.body.x += 2; // } } function render() { // game.debug.renderSpriteBody(sprite); // game.debug.renderSpriteBounds(sprite); game.debug.renderPhysicsBody(sprite.body); game.debug.renderBodyInfo(sprite, 32, 32); // game.debug.renderLine(marker, 'rgba(255,255,255,0.5)'); // game.debug.renderText(sprite.deltaX, 32, 32); // game.debug.renderText(sprite.deltaY, 32, 48); // game.debug.renderText(sprite.body.deltaX(), 232, 32); // game.debug.renderText(sprite.body.deltaY(), 232, 48); // game.debug.renderText(sprite.body.left, 32, 32); // game.debug.renderText(sprite.body.top, 32, 48); // game.debug.renderSpriteCoords(sprite, 32, 320); }