phaser/wip/phaser tests/tilemap/collide with tile.ts
2013-09-13 16:24:01 +01:00

96 lines
3.1 KiB
TypeScript

/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
/// <reference path="../../Phaser/system/Tile.ts" />
/// <reference path="../../Phaser/Game.ts" />
/// <reference path="../../build/phaser-fx.d.ts" />
(function () {
var myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
function init() {
myGame.loader.addTextFile('desert', 'assets/maps/desert.json');
myGame.loader.addImageFile('tiles', 'assets/tiles/tmw_desert_spacing.png');
myGame.loader.addImageFile('car', 'assets/sprites/car90.png');
myGame.loader.load();
}
var CACTUS = 31;
var SIGN_POST = 46;
var map: Phaser.Tilemap;
var car: Phaser.Sprite;
var tile: Phaser.Tile;
var flash: Phaser.FX.Camera.Flash;
function create() {
map = myGame.add.tilemap('tiles', 'desert', Phaser.Tilemap.FORMAT_TILED_JSON);
// When the car collides with the cactus tile we'll flash the screen red briefly,
// but it won't stop the car (the separateX/Y values are set to false)
map.setCollisionByIndex([CACTUS], Phaser.Collision.ANY, true, false, false);
// When the car collides with the sign post tile we'll stop the car moving (separation is set to true)
map.setCollisionByIndex([SIGN_POST], Phaser.Collision.ANY, true, true, true);
// This is the callback that will be called every time map.collide() returns true
map.collisionCallback = collide;
// This is the context in which the callback is called (usually 'this' if you want to be able to access local vars)
map.collisionCallbackContext = this;
car = myGame.add.sprite(250, 200, 'car');
car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
myGame.camera.follow(car);
flash = <Phaser.FX.Camera.Flash> myGame.camera.fx.add(Phaser.FX.Camera.Flash);
}
function update() {
// Collide the car object with the tilemap
// It's important to do this BEFORE you adjust the object velocity (below) otherwise it can jitter around a lot
map.collide(car);
car.velocity.x = 0;
car.velocity.y = 0;
car.angularVelocity = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.angularVelocity = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.angularVelocity = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
car.velocity.copyFrom(myGame.motion.velocityFromAngle(car.angle, 300));
}
}
function collide(object, collisionData) {
// collisionData is an array containing all of the tiles the object overlapped with (can be more than 1)
for (var i = 0; i < collisionData.length; i++)
{
if (collisionData[i].tile.index == CACTUS)
{
console.log('you hit a cactus!');
flash.start(0xff0000, 1);
}
else if (collisionData[i].tile.index == SIGN_POST)
{
console.log('you hit a sign post!');
}
}
}
})();