mirror of
https://github.com/photonstorm/phaser
synced 2024-12-13 06:42:52 +00:00
188 lines
6.3 KiB
JavaScript
188 lines
6.3 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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function preload() {
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game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
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// game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.image('phaser', 'assets/sprites/space-baddie.png');
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}
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var map;
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var tileset;
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var layer;
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var cursors;
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var overlap;
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var sprite;
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function create() {
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game.stage.backgroundColor = '#3d3d3d';
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// 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).
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// 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.
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map = new Phaser.Tilemap(game, 'level3');
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// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
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// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
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// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
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// This way multiple levels can share the same single Tileset without requiring one each.
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tileset = game.cache.getTileset('tiles');
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// Basically this sets EVERY SINGLE tile to fully collide on all faces
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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// And this turns off collision on the only tile we don't want collision on :)
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tileset.setCollision(6, false, false, false, false);
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tileset.setCollision(34, false, false, false, false);
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tileset.setCollision(35, false, false, false, false);
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// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
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// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
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// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
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// This one gives tileset as a string, the other an object
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// layer = new Phaser.TilemapLayer(game, 0, 0, 800, 400, tileset, map, 0);
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layer = new Phaser.TilemapLayer(game, 0, 0, 400, 200, tileset, map, 0);
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layer.sprite.scale.setTo(2, 2);
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
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map.debugMap = [ '#000000',
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'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#bcbcbc', '#e40058', '#e40058', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#80d010', '#80d010', '#80d010', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#80d010', '#0070ec',
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'#0070ec', '#24188c', '#24188c', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#80d010', '#80d010', '#80d010', '#e40058',
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'#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#80d010', '#bcbcbc', '#80d010', '#000000', '#80d010',
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'#80d010', '#80d010', '#bcbcbc', '#e40058', '#80d010', '#80d010', '#e40058', '#e40058', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#bcbcbc'
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];
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// map.dump();
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// layer.sprite.scale.setTo(2, 2);
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// Works a treat :)
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// game.add.sprite(320, 0, layer.texture, layer.frame);
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// game.add.sprite(0, 200, layer.texture, layer.frame);
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// game.add.sprite(320, 200, layer.texture, layer.frame);
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// game.world.setBounds(0, 0, 2000, 2000);
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// game.camera.x = 400;
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sprite = game.add.sprite(200, 80, 'phaser');
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// sprite.x = 140;
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// sprite.y = 40;
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//sprite.scale.setTo(2, 2);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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sprite.body.velocity.setTo(0, 0);
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// layer.sprite.angle += 0.5;
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -100;
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// layer.y -= 4;
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}
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else if (cursors.down.isDown)
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{
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sprite.body.velocity.y = 100;
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// layer.y += 4;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -100;
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// layer.x -= 4;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 100;
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// layer.x += 4;
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}
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// getTiles: function (x, y, width, height, collides, layer) {
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overlap = layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
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if (overlap.length > 1)
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{
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// console.log('%c ', 'background: #000000')
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for (var i = 1; i < overlap.length; i++)
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{
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game.physics.separateTile(sprite.body, overlap[i]);
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}
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}
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}
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function render() {
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layer.render();
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game.debug.renderSpriteBody(sprite);
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game.debug.renderSpriteInfo(sprite, 32, 450);
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// game.debug.renderCameraInfo(game.camera, 32, 32);
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/*
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game.context.save();
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game.context.setTransform(1, 0, 0, 1, 0, 0);
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game.context.fillStyle = 'rgba(255, 0, 0, 0.5)';
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if (overlap.length > 1)
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{
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var x = 0;
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var y = 0;
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for (var i = 1; i < overlap.length; i++)
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{
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game.context.drawImage(
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overlap[i].tile.tileset.image,
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overlap[i].tile.x,
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overlap[i].tile.y,
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overlap[i].tile.width,
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overlap[i].tile.height,
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0 + (x * overlap[i].tile.width),
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420 + (y * overlap[i].tile.height),
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overlap[i].tile.width,
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overlap[i].tile.height
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);
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if (overlap[i].tile.collideNone == false)
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{
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game.context.fillRect(0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height);
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}
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x++;
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if (x == overlap[0].tw)
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{
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x = 0;
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y++;
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}
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}
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}
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game.context.restore();
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*/
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// game.debug.renderRectangle(sprite.body.hullX);
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}
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