mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
131 lines
3.2 KiB
JavaScript
131 lines
3.2 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('level1', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('tiles-1', 'assets/games/starstruck/tiles-1.png');
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game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
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game.load.spritesheet('droid', 'assets/games/starstruck/droid.png', 32, 32);
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game.load.image('starSmall', 'assets/games/starstruck/star.png');
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game.load.image('starBig', 'assets/games/starstruck/star2.png');
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game.load.image('background', 'assets/games/starstruck/background2.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 player;
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var facing = 'left';
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var jumpTimer = 0;
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var cursors;
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var jumpButton;
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var bg;
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function create() {
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game.stage.backgroundColor = '#000000';
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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map = game.add.tilemap('level1');
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map.addTilesetImage('tiles-1');
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map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]);
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layer = map.createLayer('Tile Layer 1');
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// Un-comment this on to see the collision tiles
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// layer.debug = true;
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layer.resizeWorld();
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game.physics.arcade.gravity.y = 250;
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game.physics.arcade.setBoundsToWorld();
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player = game.add.sprite(32, 32, 'dude');
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game.physics.enable(player, Phaser.Physics.ARCADE);
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player.body.bounce.y = 0.2;
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player.body.minVelocity.y = 5;
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player.body.collideWorldBounds = true;
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player.body.setRectangle(16, 32, 8, 16);
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// Un-comment this on to see the body collision areas / data
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// player.debug = true;
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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game.camera.follow(player);
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cursors = game.input.keyboard.createCursorKeys();
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jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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}
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function update() {
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game.physics.arcade.collide(player, layer);
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player.body.velocity.x = 0;
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if (cursors.left.isDown)
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{
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player.body.velocity.x = -150;
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if (facing != 'left')
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{
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player.animations.play('left');
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facing = 'left';
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}
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}
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else if (cursors.right.isDown)
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{
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player.body.velocity.x = 150;
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if (facing != 'right')
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{
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player.animations.play('right');
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facing = 'right';
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}
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}
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else
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{
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if (facing != 'idle')
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{
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player.animations.stop();
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if (facing == 'left')
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{
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player.frame = 0;
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}
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else
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{
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player.frame = 5;
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}
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facing = 'idle';
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}
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}
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if (jumpButton.isDown && player.body.onFloor() && game.time.now > jumpTimer)
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{
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player.body.velocity.y = -250;
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jumpTimer = game.time.now + 750;
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}
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}
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function render () {
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// if (player.debug)
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// {
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// game.debug.physicsBody(player.body);
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// game.debug.bodyInfo(player, 16, 24);
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// }
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}
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