mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
108 lines
2.6 KiB
JavaScript
108 lines
2.6 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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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.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles32.png', 32, 32, 34);
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game.load.json('level', 'assets/physics/ninja-test-level.json');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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game.load.image('sky', 'assets/skies/sky2.png');
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}
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var sprite1;
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var tiles;
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var cursors;
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function create() {
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var sky = game.add.image(0, 0, 'sky');
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sky.fixedToCamera = true;
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// Activate the Ninja physics system
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game.physics.startSystem(Phaser.Physics.NINJA);
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sprite1 = game.add.sprite(100, 0, 'ball');
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// Enable the physics body for the Ninja physics system
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game.physics.ninja.enableCircle(sprite1, sprite1.width / 2);
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// A little more bounce
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sprite1.body.bounce = 0.5;
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var layer = game.cache.getJSON('level').layers[0];
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var i = 0;
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var data = layer.data;
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var width = layer.width;
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var height = layer.height;
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// Resize the world to match
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game.world.setBounds(0, 0, width * 32, height * 32);
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tiles = game.add.group();
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var tile;
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for (var y = 0; y < height; y++)
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{
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for (var x = 0; x < width; x++)
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{
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if (data[i] > 0)
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{
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tile = tiles.create(x * 32, y * 32, 'ninja-tiles', data[i] - 1);
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game.physics.ninja.enableTile(tile, tile.frame);
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}
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i++;
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}
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}
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cursors = game.input.keyboard.createCursorKeys();
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game.camera.follow(sprite1);
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}
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function update() {
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game.physics.ninja.collide(sprite1, tiles);
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// sprite1.body.setZeroVelocity();
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if (cursors.left.isDown)
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{
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sprite1.body.moveLeft(20);
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}
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else if (cursors.right.isDown)
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{
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sprite1.body.moveRight(20);
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}
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if (cursors.up.isDown)
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{
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sprite1.body.moveUp(20);
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}
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else if (cursors.down.isDown)
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{
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sprite1.body.moveUp(20);
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}
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}
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function render() {
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// game.debug.text(sprite1.body.shape.velocity.x, 32, 32);
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// game.debug.text(sprite1.body.shape.velocity.y, 32, 64);
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// game.debug.text(game.math.radToDeg(sprite1.body.angle), 32, 96);
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// tile1.render(game.context, 'ninja-tiles');
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// tile2.render(game.context, 'ninja-tiles');
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// game.debug.geom(sprite1.body, 'rgba(0,255,0,0.4)', true, 1);
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// game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1);
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// game.debug.geom(tile1, 'rgba(0,255,0,0.4)', true, 1);
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}
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