mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 15:12:18 +00:00
104 lines
No EOL
2.5 KiB
JavaScript
104 lines
No EOL
2.5 KiB
JavaScript
|
|
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
|
|
|
|
function preload() {
|
|
|
|
game.load.tilemap('map', 'assets/tilemaps/maps/features_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('phaser', 'assets/sprites/arrow.png');
|
|
game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
|
|
|
|
}
|
|
|
|
var cursors;
|
|
var map;
|
|
var coins;
|
|
|
|
var layer;
|
|
var sprite;
|
|
|
|
function create() {
|
|
|
|
map = game.add.tilemap('map');
|
|
|
|
map.addTilesetImage('ground_1x1');
|
|
map.addTilesetImage('walls_1x2');
|
|
map.addTilesetImage('tiles2');
|
|
|
|
map.setCollisionBetween(1, 12);
|
|
|
|
layer = map.createLayer('Tile Layer 1');
|
|
|
|
// layer.debug = true;
|
|
|
|
layer.resizeWorld();
|
|
|
|
// Here we create our coins group
|
|
coins = game.add.group();
|
|
|
|
// And now we convert all of the Tiled objects with an ID of 34 into sprites within the coins group
|
|
map.createFromObjects('Object Layer 1', 34, 'coin', 0, true, false, coins);
|
|
|
|
// Add animations to all of the coin sprites
|
|
coins.callAll('animations.add', 'animations', 'spin', [0, 1, 2, 3, 4, 5], 10, true);
|
|
coins.callAll('animations.play', 'animations', 'spin');
|
|
|
|
sprite = game.add.sprite(260, 100, 'phaser');
|
|
sprite.anchor.setTo(0.5, 0.5);
|
|
|
|
// This adjusts the collision body size.
|
|
sprite.body.setRectangle(16, 16, 25, 15);
|
|
|
|
// We'll set a lower max angular velocity here to keep it from going totally nuts
|
|
sprite.body.maxAngular = 500;
|
|
|
|
// Apply a drag otherwise the sprite will just spin and never slow down
|
|
sprite.body.angularDrag = 50;
|
|
|
|
game.camera.follow(sprite);
|
|
|
|
cursors = game.input.keyboard.createCursorKeys();
|
|
|
|
}
|
|
|
|
function update() {
|
|
|
|
game.physics.collide(sprite, layer);
|
|
game.physics.overlap(sprite, coins, collectCoin, null, this);
|
|
|
|
sprite.body.velocity.x = 0;
|
|
sprite.body.velocity.y = 0;
|
|
sprite.body.angularVelocity = 0;
|
|
|
|
if (cursors.left.isDown)
|
|
{
|
|
sprite.body.angularVelocity = -300;
|
|
}
|
|
else if (cursors.right.isDown)
|
|
{
|
|
sprite.body.angularVelocity = 300;
|
|
}
|
|
|
|
if (cursors.up.isDown)
|
|
{
|
|
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
function collectCoin(player, coin) {
|
|
|
|
coin.kill();
|
|
|
|
}
|
|
|
|
function render() {
|
|
|
|
game.debug.physicsBody(sprite.body);
|
|
|
|
} |