phaser/examples/wip/tilemap1.js
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
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
2014-02-18 03:01:51 +00:00

176 lines
4.3 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('map', 'assets/tilemaps/maps/collision_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('player', 'assets/sprites/phaser-dude.png');
game.load.image('box', 'assets/sprites/ufo.png');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var map;
var tileset;
var layer;
var p;
var b;
var cursors;
var box2;
var dump;
function create() {
game.stage.backgroundColor = '#787878';
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
map.setCollisionBetween(1, 12);
// layer.debug = true;
dump = map.generateCollisionData(layer);
// dump = map.createCollisionObjects('collision');
// console.log(dump);
// console.log(dump[7]);
// ship = game.add.sprite(200, 200, 'ship');
// ship.physicsEnabled = true;
// p = game.add.sprite(32, 32, 'player');
// b = game.add.sprite(300, 300, 'player');
// b.physicsEnabled = true;
// b.body.static = true;
// b.body.mass = 1;
// b.body.data.motionState = 2;
// b.body.kinematic = true;
// b.body.clearShapes();
// b.body.addLine(64, 0, 0, 0);
// b.body.fixedRotation = true;
// b.body.static = true;
// 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]];
// b = game.physics.createBody(192, 352, 0, true, { removeCollinearPoints: true }, data);
// b = game.physics.createBody(32, 32, 0, true, { removeCollinearPoints: true }, data);
// b = game.physics.createBody(256, 480, 0, true, { removeCollinearPoints: true }, data);
// console.log('DATA');
// console.log(data);
// var re = b.body.addPolygon({removeCollinearPoints:true}, data);
// var re = b.body.addPolygon({removeCollinearPoints:true}, data);
// console.log(data.length);
// console.log(re);
// console.log(output);
// console.log(b.body.data.shapes[0].vertices);
box2 = game.add.sprite(200, 200, 'box');
// box2.name = 'bob';
// box2.anchor.set(0.5);
box2.physicsEnabled = true;
box2.body.fixedRotation = true;
game.camera.follow(box2);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
// if (cursors.left.isDown)
// {
// p.x -= 4;
// }
// else if (cursors.right.isDown)
// {
// p.x += 4;
// }
if (cursors.left.isDown)
{
box2.body.moveLeft(400);
}
else if (cursors.right.isDown)
{
box2.body.moveRight(400);
}
else if (!cursors.left.isDown && !cursors.right.isDown)
{
box2.body.data.force[0] = 0;
}
if (cursors.up.isDown)
{
box2.body.moveUp(400);
}
else if (cursors.down.isDown)
{
box2.body.moveDown(400);
}
/* if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
*/
}
function render() {
// game.debug.renderCameraInfo(game.camera, 420, 320);
// game.debug.renderText(box2.body.velocity.x, 32, 32);
// game.debug.renderText(box2.body.velocity.y, 32, 64);
// game.debug.renderText(b.body.velocity.x, 32, 32);
// game.debug.renderText(b.body.velocity.y, 32, 64);
for (var i = 0, len = dump.length; i < len; i++)
{
game.debug.renderPhysicsBody(dump[i]);
}
// game.debug.renderPhysicsBody(dump[0]);
// game.debug.renderPhysicsBody(b);
// game.debug.renderPhysicsBody(ship.body);
}