mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
0acef49a7c
Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
212 lines
No EOL
5.1 KiB
JavaScript
212 lines
No EOL
5.1 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('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
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// game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16);
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game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
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// game.load.image('ground', 'assets/maps/ground_1x1.png');
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game.load.image('ground_1x1', 'assets/maps/ground_1x1.png');
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game.load.image('walls_1x2', 'assets/maps/walls_1x2.png');
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game.load.image('tiles2', 'assets/maps/tiles2.png');
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// game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
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// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
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// game.load.image('phaser', 'assets/sprites/mushroom2.png');
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// game.load.image('phaser', 'assets/sprites/wabbit.png');
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game.load.image('phaser', 'assets/sprites/arrow.png');
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game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
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// game.load.image('phaser', 'assets/sprites/darkwing_crazy.png');
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}
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var cursors;
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var map;
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var coins;
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var layer;
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var layer2;
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var layer3;
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var sprite;
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function create() {
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map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('walls_1x2');
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map.addTilesetImage('tiles2');
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map.setCollisionBetween(1, 12);
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// mario tiles
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// map.setCollisionByIndex(15);
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// map.setCollisionByIndex(40);
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// map.setCollisionByIndexRange(14, 16);
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// map.setCollisionByIndexRange(20, 25);
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// map.setCollisionByIndexRange(27, 29);
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// layer3 = map.createLayer('Tile Layer 3');
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// layer3.scrollFactorX = 0.5;
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// layer2 = map.createLayer('Tile Layer 2');
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// layer2.alpha = 0.5;
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layer = map.createLayer('Tile Layer 1');
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// layer.debug = true;
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layer.resizeWorld();
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//coins =
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map.createFromObjects('Object Layer 1', 34, 'coin', 0);
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// layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0);
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// layer.cameraOffset.x = 400;
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// layer.alpha = 0.5;
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sprite = game.add.sprite(260, 100, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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// This adjusts the collision body size.
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// 100x50 is the new width/height.
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// 50, 25 is the X and Y offset of the newly sized box.
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// In this case the box is 50px in and 25px down.
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sprite.body.setSize(16, 16, 8, 8);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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sprite.body.maxAngular = 500;
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// Apply a drag otherwise the sprite will just spin and never slow down
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sprite.body.angularDrag = 50;
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// sprite.body.drag.x = 50;
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// sprite.body.drag.y = 20;
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// sprite.body.velocity.x = 50;
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sprite.body.bounce.x = 0.8;
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sprite.body.bounce.y = 0.8;
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// sprite.angle = 35;
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game.camera.follow(sprite);
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game.input.onDown.add(getIt, this);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function getIt() {
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// console.log('cam', game.camera.bounds);
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// console.log('w', game.world.bounds);
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// console.log(layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true, true));
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}
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function update() {
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/*
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if (cursors.left.isDown)
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{
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game.camera.x -= 1;
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}
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else if (cursors.right.isDown)
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{
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game.camera.x += 1;
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}
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if (cursors.up.isDown)
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{
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layer.scrollY -= 4;
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}
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else if (cursors.down.isDown)
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{
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layer.scrollY += 4;
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}
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*/
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game.physics.collide(sprite, layer);
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.body.angularVelocity = 0;
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// sprite.body.acceleration.x = 0;
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// sprite.body.angularAcceleration = 0;
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if (cursors.left.isDown)
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{
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// sprite.body.acceleration.x = -200;
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sprite.body.angularVelocity = -300;
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// sprite.body.angularAcceleration -= 200;
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}
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else if (cursors.right.isDown)
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{
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// sprite.body.acceleration.x = 200;
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sprite.body.angularVelocity = 300;
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// sprite.body.angularAcceleration += 200;
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}
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if (cursors.up.isDown)
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{
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game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
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}
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else
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{
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// game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity);
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}
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/*
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.angle = sprite.angle + 1;
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -900;
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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 = 900;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -900;
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// sprite.scale.x = -1;
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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 = 900;
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// sprite.scale.x = 1;
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}
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*/
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}
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function render() {
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// game.debug.renderSpriteBody(sprite);
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game.debug.renderSpriteBounds(sprite);
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// game.debug.renderText(sprite.x, 32, 32);
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// game.debug.renderText(sprite.y, 32, 48);
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// game.debug.renderText(layer.scrollX, 32, 32);
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// game.debug.renderText(layer.scrollY, 32, 48);
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} |