phaser/examples/games/starstruck.js
2014-03-13 11:47:36 +00:00

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