phaser/examples/wip/sci-fly2.js

115 lines
2.9 KiB
JavaScript

// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('level3', 'assets/tilemaps/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('tiles', 'assets/tilemaps/tiles/cybernoid.png', 16, 16);
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var map;
var layer;
var cursors;
var sprite;
var emitter;
function create() {
// 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).
// 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.
map = game.add.tilemap('level3');
map.addTilesetImage('CybernoidMap3BG_bank.png', 'tiles');
layer = map.createLayer(0);
// Basically this sets EVERY SINGLE tile to fully collide on all faces
map.setCollisionByExclusion([7, 32, 35, 36, 47]);
layer.debug = true;
layer.resizeWorld();
cursors = game.input.keyboard.createCursorKeys();
/*
emitter = game.add.emitter(0, 0, 200);
emitter.makeParticles('chunk');
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.gravity = 150;
emitter.bounce.setTo(0.5, 0.5);
*/
sprite = game.add.sprite(200, 70, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
game.physics.enable(sprite);
// sprite.body.setSize(14, 14, 2, 0);
console.log(sprite.body);
game.camera.follow(sprite);
}
function particleBurst() {
// emitter.x = sprite.x;
// emitter.y = sprite.y;
// emitter.start(true, 2000, null, 1);
}
function update() {
game.physics.arcade.collide(sprite, layer);
game.physics.arcade.collide(emitter, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -100;
// particleBurst();
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 100;
// particleBurst();
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -100;
sprite.scale.x = -1;
// particleBurst();
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 100;
sprite.scale.x = 1;
// particleBurst();
}
}
function render() {
// game.debug.text(game.physics.arcade._intersection.width, 32, 32);
// game.debug.text(game.physics.arcade._intersection.height, 32, 64);
game.debug.geom(sprite.body, 'rgba(0,255,0,0.4)', true, 1);
game.debug.text(sprite.body.overlapX, 32, 32);
game.debug.text(sprite.body.overlapY, 32, 64);
}