mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
120 lines
No EOL
3.7 KiB
JavaScript
120 lines
No EOL
3.7 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('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
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game.load.image('phaser', 'assets/sprites/phaser-ship.png');
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game.load.image('diamond', 'assets/sprites/chunk.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 cursors;
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var overlap;
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var sprite;
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var emitter;
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function create() {
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game.stage.backgroundColor = '#3d3d3d';
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// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
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// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
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map = game.add.tilemap('level3');
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// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
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// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
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// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
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// This way multiple levels can share the same single Tileset without requiring one each.
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tileset = game.add.tileset('tiles');
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// Basically this sets EVERY SINGLE tile to fully collide on all faces
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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// And this turns off collision on the only tile we don't want collision on :)
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tileset.setCollision(6, false, false, false, false);
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tileset.setCollision(31, false, false, false, false);
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tileset.setCollision(34, false, false, false, false);
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tileset.setCollision(35, false, false, false, false);
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tileset.setCollision(46, false, false, false, false);
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// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
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// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
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// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
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layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
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layer.resizeWorld();
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sprite = game.add.sprite(450, 80, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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sprite.angle = 5;
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game.camera.follow(sprite);
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// game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
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cursors = game.input.keyboard.createCursorKeys();
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emitter = game.add.emitter(0, 0, 200);
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emitter.makeParticles('diamond');
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emitter.minRotation = 0;
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emitter.maxRotation = 0;
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emitter.gravity = 5;
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emitter.bounce.setTo(0.5, 0.5);
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game.input.onDown.add(particleBurst, this);
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}
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function particleBurst() {
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emitter.x = game.input.worldX;
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emitter.y = game.input.worldY;
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emitter.start(true, 4000, null, 10);
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}
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function update() {
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game.physics.collide(sprite, layer);
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game.physics.collide(emitter, layer);
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -150;
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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 = 150;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -150;
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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 = 150;
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sprite.scale.x = 1;
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}
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}
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function render() {
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game.debug.renderSpriteBounds(sprite);
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// game.debug.renderSpriteInfo(sprite, 32, 32);
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// game.debug.renderSpriteCoords(sprite, 32, 32);
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} |