mirror of
https://github.com/photonstorm/phaser
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5d5c64d22f
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
176 lines
4.3 KiB
JavaScript
176 lines
4.3 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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// var game = new Phaser.Game(800, 600, Phaser.AUTO, '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/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
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game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
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game.load.image('player', 'assets/sprites/phaser-dude.png');
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game.load.image('box', 'assets/sprites/ufo.png');
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game.load.image('ship', 'assets/sprites/thrust_ship2.png');
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}
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var ship;
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var map;
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var tileset;
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var layer;
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var p;
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var b;
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var cursors;
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var box2;
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var dump;
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function create() {
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game.stage.backgroundColor = '#787878';
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map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('walls_1x2');
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map.addTilesetImage('tiles2');
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layer = map.createLayer('Tile Layer 1');
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layer.resizeWorld();
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map.setCollisionBetween(1, 12);
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// layer.debug = true;
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dump = map.generateCollisionData(layer);
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// dump = map.createCollisionObjects('collision');
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// console.log(dump);
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// console.log(dump[7]);
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// ship = game.add.sprite(200, 200, 'ship');
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// ship.physicsEnabled = true;
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// p = game.add.sprite(32, 32, 'player');
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// b = game.add.sprite(300, 300, 'player');
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// b.physicsEnabled = true;
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// b.body.static = true;
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// b.body.mass = 1;
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// b.body.data.motionState = 2;
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// b.body.kinematic = true;
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// b.body.clearShapes();
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// b.body.addLine(64, 0, 0, 0);
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// b.body.fixedRotation = true;
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// b.body.static = true;
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// var data = [[0,0] , [0, -32] , [32, -64] , [64, -64] , [64,-96], [128,-96], [160,-128], [192,-128], [192,-96], [160,-64], [96,-64], [96,-32], [32,-32], [32,0], [0,0]];
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// b = game.physics.createBody(192, 352, 0, true, { removeCollinearPoints: true }, data);
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// b = game.physics.createBody(32, 32, 0, true, { removeCollinearPoints: true }, data);
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// b = game.physics.createBody(256, 480, 0, true, { removeCollinearPoints: true }, data);
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// console.log('DATA');
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// console.log(data);
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// var re = b.body.addPolygon({removeCollinearPoints:true}, data);
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// var re = b.body.addPolygon({removeCollinearPoints:true}, data);
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// console.log(data.length);
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// console.log(re);
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// console.log(output);
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// console.log(b.body.data.shapes[0].vertices);
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box2 = game.add.sprite(200, 200, 'box');
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// box2.name = 'bob';
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// box2.anchor.set(0.5);
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box2.physicsEnabled = true;
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box2.body.fixedRotation = true;
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game.camera.follow(box2);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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// if (cursors.left.isDown)
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// {
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// p.x -= 4;
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// }
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// else if (cursors.right.isDown)
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// {
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// p.x += 4;
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// }
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if (cursors.left.isDown)
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{
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box2.body.moveLeft(400);
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}
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else if (cursors.right.isDown)
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{
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box2.body.moveRight(400);
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}
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else if (!cursors.left.isDown && !cursors.right.isDown)
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{
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box2.body.data.force[0] = 0;
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}
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if (cursors.up.isDown)
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{
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box2.body.moveUp(400);
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}
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else if (cursors.down.isDown)
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{
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box2.body.moveDown(400);
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}
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/* if (cursors.left.isDown)
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{
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ship.body.rotateLeft(100);
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}
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else if (cursors.right.isDown)
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{
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ship.body.rotateRight(100);
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}
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else
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{
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ship.body.setZeroRotation();
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}
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if (cursors.up.isDown)
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{
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ship.body.thrust(400);
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}
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*/
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}
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function render() {
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// game.debug.renderCameraInfo(game.camera, 420, 320);
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// game.debug.renderText(box2.body.velocity.x, 32, 32);
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// game.debug.renderText(box2.body.velocity.y, 32, 64);
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// game.debug.renderText(b.body.velocity.x, 32, 32);
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// game.debug.renderText(b.body.velocity.y, 32, 64);
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for (var i = 0, len = dump.length; i < len; i++)
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{
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game.debug.renderPhysicsBody(dump[i]);
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}
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// game.debug.renderPhysicsBody(dump[0]);
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// game.debug.renderPhysicsBody(b);
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// game.debug.renderPhysicsBody(ship.body);
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}
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