var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.tilemap('level1', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.TILED_JSON); game.load.tileset('tiles', 'assets/games/starstruck/tiles-1.png', 16, 16); game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48); game.load.spritesheet('droid', 'assets/games/starstruck/droid.png', 32, 32); game.load.image('starSmall', 'assets/games/starstruck/star.png'); game.load.image('starBig', 'assets/games/starstruck/star2.png'); game.load.image('background', 'assets/games/starstruck/background2.png'); } var map; var tileset; var layer; var player; var facing = 'left'; var jumpTimer = 0; var bg; function create() { game.stage.backgroundColor = '#000000'; bg = game.add.tileSprite(0, 0, 800, 600, 'background'); bg.fixedToCamera = true; map = new Phaser.Tilemap(game, 'level1'); tileset = game.cache.getTileset('tiles'); tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true); tileset.setCollisionRange(12, 17, false, false, false, false); tileset.setCollisionRange(46, 51, false, false, false, false); layer = new Phaser.TilemapLayer(game, 0, 0, 800, 600, tileset, map, 0); layer.resizeWorld(); game.world.add(layer.sprite); player = game.add.sprite(32, 32, 'dude'); player.body.bounce.y = 0.2; player.body.collideWorldBounds = true; player.body.gravity.y = 6; player.body.setSize(16, 32, 8, 16); player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('turn', [4], 20, true); player.animations.add('right', [5, 6, 7, 8], 10, true); game.camera.follow(player); } function update() { layer.update(); // getTiles: function (x, y, width, height, collides, layer) { overlap = layer.getTiles(player.body.x, player.body.y, player.body.width, player.body.height, true); if (overlap.length > 1) { for (var i = 1; i < overlap.length; i++) { game.physics.separateTile(player.body, overlap[i]); } } // game.physics.collide(player, map); player.body.velocity.x = 0; // player.body.velocity.y = 0; // player.body.acceleration.y = 500; if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { player.body.velocity.x = -150; if (facing != 'left') { player.animations.play('left'); facing = 'left'; } } else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { player.body.velocity.x = 150; if (facing != 'right') { player.animations.play('right'); facing = 'right'; } } else { if (facing != 'idle') { player.animations.stop(); if (facing == 'left') { player.frame = 0; } else { player.frame = 5; } facing = 'idle'; } } if (game.input.keyboard.isDown(Phaser.Keyboard.UP) || game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR)) { if (player.body.touching.down && game.time.now > jumpTimer) { player.body.velocity.y = -250; jumpTimer = game.time.now + 750; } } } function render() { layer.render(); // game.debug.renderSpriteBody(player); // game.debug.renderSpriteInfo(player, 32, 32); // game.debug.renderSpriteCollision(player, 32, 320); }