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/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON); game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16); game.load.image('phaser', 'assets/sprites/phaser-ship.png'); game.load.image('diamond', 'assets/sprites/chunk.png'); } var map; var tileset; var layer; var cursors; var overlap; var sprite; var emitter; function create() { game.stage.backgroundColor = '#3d3d3d'; // 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'); // A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import. // You can set properties on the Tile objects, such as collision, n-way movement and meta data. // A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes. // This way multiple levels can share the same single Tileset without requiring one each. tileset = game.add.tileset('tiles'); // Basically this sets EVERY SINGLE tile to fully collide on all faces tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true); // And this turns off collision on the only tile we don't want collision on :) tileset.setCollision(6, false, false, false, false); tileset.setCollision(31, false, false, false, false); tileset.setCollision(34, false, false, false, false); tileset.setCollision(35, false, false, false, false); tileset.setCollision(46, false, false, false, false); // A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data. // The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world. // The width/height is the rendered size of the layer in pixels, not the size of the map data itself. layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0); layer.resizeWorld(); sprite = game.add.sprite(450, 80, 'phaser'); sprite.anchor.setTo(0.5, 0.5); // sprite.angle = 45; game.camera.follow(sprite); // game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320); cursors = game.input.keyboard.createCursorKeys(); emitter = game.add.emitter(0, 0, 200); emitter.makeParticles('diamond'); emitter.minRotation = 0; emitter.maxRotation = 0; emitter.gravity = 5; emitter.bounce.setTo(0.5, 0.5); game.input.onDown.add(particleBurst, this); } function particleBurst() { emitter.x = game.input.worldX; emitter.y = game.input.worldY; emitter.start(true, 4000, null, 10); } function update() { game.physics.collide(sprite, layer); game.physics.collide(emitter, layer); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; if (cursors.up.isDown) { sprite.body.velocity.y = -150; } else if (cursors.down.isDown) { sprite.body.velocity.y = 150; } if (cursors.left.isDown) { sprite.body.velocity.x = -150; sprite.scale.x = -1; } else if (cursors.right.isDown) { sprite.body.velocity.x = 150; sprite.scale.x = 1; } } function render() { game.debug.renderSpriteBounds(sprite); // game.debug.renderSpriteInfo(sprite, 32, 32); // game.debug.renderSpriteCoords(sprite, 32, 32); }