mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
140 lines
No EOL
3.1 KiB
JavaScript
140 lines
No EOL
3.1 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/commando.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/commando.png', 32, 32);
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game.load.image('phaser', 'assets/sprites/arrow.png');
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}
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var cursors;
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var map;
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var layer;
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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.setCollisionByIndexRange(80, 97); // mario
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// map.setCollisionByIndexRange(14, 18); // mario
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// map.setCollisionByIndex(1); // newtest
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layer = game.add.tilemapLayer(0, 0, 800, 600, 'tiles', map, 0);
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// layer.debug = true;
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layer.resizeWorld();
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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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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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game.camera.follow(sprite);
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cursors = game.input.keyboard.createCursorKeys();
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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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} |