phaser/examples/wip/misc/wip2.js

189 lines
6.4 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('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
// game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.image('phaser', 'assets/sprites/space-baddie.png');
}
var map;
var tileset;
var layer;
var cursors;
var overlap;
var sprite;
function create() {
game.stage.backgroundColor = '#3d3d3d';
// 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 = new Phaser.Tilemap(game, 'level3');
// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
// This way multiple levels can share the same single Tileset without requiring one each.
tileset = game.cache.getTileset('tiles');
// Basically this sets EVERY SINGLE tile to fully collide on all faces
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
// And this turns off collision on the only tile we don't want collision on :)
tileset.setCollision(6, false, false, false, false);
tileset.setCollision(34, false, false, false, false);
tileset.setCollision(35, false, false, false, false);
// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
// This one gives tileset as a string, the other an object
// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0);
layer = new Phaser.TilemapLayer(game, 0, 0, 800, 400, tileset, map, 0);
// To set tiles for collision you need to modify the Tileset, which is a property of the layer
// Task now
//
// 1) Get tiles that will collide with sprites new position (hullX and hullY)
// 2) Separate x/y
// Collision is based on the layer.x/y value
// layer.sprite.anchor.setTo(0.5, 0.5);
game.world.add(layer.sprite);
// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
map.debugMap = [ '#000000',
'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
'#bcbcbc', '#bcbcbc', '#e40058', '#e40058', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#bcbcbc',
'#bcbcbc', '#80d010', '#80d010', '#80d010', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#80d010', '#0070ec',
'#0070ec', '#24188c', '#24188c', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#80d010', '#80d010', '#80d010', '#e40058',
'#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#80d010', '#bcbcbc', '#80d010', '#000000', '#80d010',
'#80d010', '#80d010', '#bcbcbc', '#e40058', '#80d010', '#80d010', '#e40058', '#e40058', '#bcbcbc', '#bcbcbc', '#bcbcbc',
'#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc',
'#bcbcbc', '#bcbcbc'
];
// map.dump();
// layer.sprite.scale.setTo(2, 2);
// Works a treat :)
// game.add.sprite(320, 0, layer.texture, layer.frame);
// game.add.sprite(0, 200, layer.texture, layer.frame);
// game.add.sprite(320, 200, layer.texture, layer.frame);
// game.world.setBounds(0, 0, 2000, 2000);
// game.camera.x = 400;
sprite = game.add.sprite(200, 80, 'phaser');
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
sprite.body.velocity.setTo(0, 0);
// layer.sprite.angle += 0.5;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -100;
// layer.y -= 4;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 100;
// layer.y += 4;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -100;
// layer.x -= 4;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 100;
// layer.x += 4;
}
// getTiles: function (x, y, width, height, collides, layer) {
overlap = layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
if (overlap.length > 1)
{
// console.log('%c ', 'background: #000000')
for (var i = 1; i < overlap.length; i++)
{
game.physics.separateTile(sprite.body, overlap[i]);
}
}
}
function render() {
layer.render();
game.debug.renderSpriteInfo(sprite, 32, 450);
// game.debug.renderCameraInfo(game.camera, 32, 32);
/*
game.context.save();
game.context.setTransform(1, 0, 0, 1, 0, 0);
game.context.fillStyle = 'rgba(255, 0, 0, 0.5)';
if (overlap.length > 1)
{
var x = 0;
var y = 0;
for (var i = 1; i < overlap.length; i++)
{
game.context.drawImage(
overlap[i].tile.tileset.image,
overlap[i].tile.x,
overlap[i].tile.y,
overlap[i].tile.width,
overlap[i].tile.height,
0 + (x * overlap[i].tile.width),
420 + (y * overlap[i].tile.height),
overlap[i].tile.width,
overlap[i].tile.height
);
if (overlap[i].tile.collideNone == false)
{
game.context.fillRect(0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height);
}
x++;
if (x == overlap[0].tw)
{
x = 0;
y++;
}
}
}
game.context.restore();
*/
// game.debug.renderRectangle(sprite.body.hullX);
}