phaser/examples/wip/tilemap.js
photonstorm 0acef49a7c RenderTexture now displays correctly in Canvas games.
Stage.display property added. A direct reference to the root Pixi Stage object (very useful for RenderTexture manipulation)
2013-12-23 04:20:09 +00:00

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5.1 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
// game.load.tilemap('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16);
game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.image('ground', 'assets/maps/ground_1x1.png');
game.load.image('ground_1x1', 'assets/maps/ground_1x1.png');
game.load.image('walls_1x2', 'assets/maps/walls_1x2.png');
game.load.image('tiles2', 'assets/maps/tiles2.png');
// game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
// game.load.image('phaser', 'assets/sprites/mushroom2.png');
// game.load.image('phaser', 'assets/sprites/wabbit.png');
game.load.image('phaser', 'assets/sprites/arrow.png');
game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
// game.load.image('phaser', 'assets/sprites/darkwing_crazy.png');
}
var cursors;
var map;
var coins;
var layer;
var layer2;
var layer3;
var sprite;
function create() {
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
map.setCollisionBetween(1, 12);
// mario tiles
// map.setCollisionByIndex(15);
// map.setCollisionByIndex(40);
// map.setCollisionByIndexRange(14, 16);
// map.setCollisionByIndexRange(20, 25);
// map.setCollisionByIndexRange(27, 29);
// layer3 = map.createLayer('Tile Layer 3');
// layer3.scrollFactorX = 0.5;
// layer2 = map.createLayer('Tile Layer 2');
// layer2.alpha = 0.5;
layer = map.createLayer('Tile Layer 1');
// layer.debug = true;
layer.resizeWorld();
//coins =
map.createFromObjects('Object Layer 1', 34, 'coin', 0);
// layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0);
// layer.cameraOffset.x = 400;
// layer.alpha = 0.5;
sprite = game.add.sprite(260, 100, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
// This adjusts the collision body size.
// 100x50 is the new width/height.
// 50, 25 is the X and Y offset of the newly sized box.
// In this case the box is 50px in and 25px down.
sprite.body.setSize(16, 16, 8, 8);
// We'll set a lower max angular velocity here to keep it from going totally nuts
sprite.body.maxAngular = 500;
// Apply a drag otherwise the sprite will just spin and never slow down
sprite.body.angularDrag = 50;
// sprite.body.drag.x = 50;
// sprite.body.drag.y = 20;
// sprite.body.velocity.x = 50;
sprite.body.bounce.x = 0.8;
sprite.body.bounce.y = 0.8;
// sprite.angle = 35;
game.camera.follow(sprite);
game.input.onDown.add(getIt, this);
cursors = game.input.keyboard.createCursorKeys();
}
function getIt() {
// console.log('cam', game.camera.bounds);
// console.log('w', game.world.bounds);
// console.log(layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true, true));
}
function update() {
/*
if (cursors.left.isDown)
{
game.camera.x -= 1;
}
else if (cursors.right.isDown)
{
game.camera.x += 1;
}
if (cursors.up.isDown)
{
layer.scrollY -= 4;
}
else if (cursors.down.isDown)
{
layer.scrollY += 4;
}
*/
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.body.angularVelocity = 0;
// sprite.body.acceleration.x = 0;
// sprite.body.angularAcceleration = 0;
if (cursors.left.isDown)
{
// sprite.body.acceleration.x = -200;
sprite.body.angularVelocity = -300;
// sprite.body.angularAcceleration -= 200;
}
else if (cursors.right.isDown)
{
// sprite.body.acceleration.x = 200;
sprite.body.angularVelocity = 300;
// sprite.body.angularAcceleration += 200;
}
if (cursors.up.isDown)
{
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
}
else
{
// game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity);
}
/*
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.angle = sprite.angle + 1;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -900;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 900;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -900;
// sprite.scale.x = -1;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 900;
// sprite.scale.x = 1;
}
*/
}
function render() {
// game.debug.renderSpriteBody(sprite);
game.debug.renderSpriteBounds(sprite);
// game.debug.renderText(sprite.x, 32, 32);
// game.debug.renderText(sprite.y, 32, 48);
// game.debug.renderText(layer.scrollX, 32, 32);
// game.debug.renderText(layer.scrollY, 32, 48);
}