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https://github.com/photonstorm/phaser
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5d5c64d22f
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
84 lines
1.9 KiB
JavaScript
84 lines
1.9 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
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game.load.image('ufo', 'assets/sprites/ufo.png');
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game.load.image('ship', 'assets/sprites/thrust_ship2.png');
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}
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var ship;
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var map;
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var layer;
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var cursors;
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var dump;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('tiles2');
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map.setCollisionBetween(1, 12);
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layer = map.createLayer('Tile Layer 1');
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layer.resizeWorld();
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dump = map.generateCollisionData(layer);
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ship = game.add.sprite(200, 200, 'ship');
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ship.physicsEnabled = true;
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// We do this because our ship is shaped like a triangle, not a square :)
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ship.body.addPolygon({}, 29, 23 , 0, 23 , 14, 1);
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game.camera.follow(ship);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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if (cursors.left.isDown)
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{
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ship.body.rotateLeft(100);
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}
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else if (cursors.right.isDown)
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{
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ship.body.rotateRight(100);
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}
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else
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{
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ship.body.setZeroRotation();
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}
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if (cursors.up.isDown)
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{
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ship.body.thrust(400);
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}
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else if (cursors.down.isDown)
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{
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ship.body.reverse(400);
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}
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}
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function render() {
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for (var i = 0, len = dump.length; i < len; i++)
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{
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// game.debug.renderPhysicsBody(dump[i]);
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}
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// game.debug.renderPhysicsBody(ship.body);
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}
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