phaser/examples/tilemaps/create from objects.js
2014-02-05 16:55:02 +00:00

104 lines
No EOL
2.5 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/tilemaps/maps/features_test.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
game.load.image('phaser', 'assets/sprites/arrow.png');
game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
}
var cursors;
var map;
var coins;
var layer;
var sprite;
function create() {
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
map.setCollisionBetween(1, 12);
layer = map.createLayer('Tile Layer 1');
// layer.debug = true;
layer.resizeWorld();
// Here we create our coins group
coins = game.add.group();
// And now we convert all of the Tiled objects with an ID of 34 into sprites within the coins group
map.createFromObjects('Object Layer 1', 34, 'coin', 0, true, false, coins);
// Add animations to all of the coin sprites
coins.callAll('animations.add', 'animations', 'spin', [0, 1, 2, 3, 4, 5], 10, true);
coins.callAll('animations.play', 'animations', 'spin');
sprite = game.add.sprite(260, 100, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
// This adjusts the collision body size.
sprite.body.setRectangle(16, 16, 25, 15);
// 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;
game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
game.physics.collide(sprite, layer);
game.physics.overlap(sprite, coins, collectCoin, null, this);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.body.angularVelocity = 0;
if (cursors.left.isDown)
{
sprite.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
sprite.body.angularVelocity = 300;
}
if (cursors.up.isDown)
{
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
}
}
function collectCoin(player, coin) {
coin.kill();
}
function render() {
game.debug.renderPhysicsBody(sprite.body);
}