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