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Phaser.CANVAS_PX_ROUND is a boolean. If 'true' the Canvas renderer will Math.floor() all coordinates before drawImage, stopping pixel interpolation. Defaults to false.
Phaser.CANVAS_CLEAR_RECT is a boolean. If 'true' (the default) it will context.clearRect() every frame. If false this is skipped (useful if you know you don't need it) Collision now works between Sprites positioned via sprite.x/y, sprite.body.x/y or sprite.body.velocity. If you are tweening a sprite and still want physics collision, set `sprite.body.moves = false` otherwise it will fight against the tween motion.
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+55
-10
@@ -8,7 +8,7 @@ function preload() {
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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('phaser', 'assets/sprites/shinyball.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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game.load.image('phaser', 'assets/sprites/firstaid.png');
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// game.load.image('phaser', 'assets/sprites/atari130xe.png');
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// game.load.image('phaser', 'assets/sprites/mushroom2.png');
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@@ -24,6 +24,7 @@ var layer2;
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var layer3;
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var sprite;
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var ball;
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var marker;
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function create() {
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@@ -34,7 +35,7 @@ console.log(' --- state create start ---');
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game.step();
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});
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// game.stage.backgroundColor = '#124184';
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game.stage.backgroundColor = '#124184';
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marker = new Phaser.Line(256, 0, 256, 600);
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@@ -56,7 +57,12 @@ console.log(' --- state create start ---');
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// game.physics.gravity.y = 200;
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sprite = game.add.sprite(100, 300, 'phaser'); // up test
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sprite = game.add.sprite(100, 180, 'phaser');
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sprite.body.moves = false;
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ball = game.add.sprite(200, 180, 'ball');
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game.add.tween(sprite).to({x: 500},5000,Phaser.Easing.Linear.None,true);
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// sprite = game.add.sprite(200, 240, 'phaser'); // 3-block corner test
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@@ -112,12 +118,14 @@ function update() {
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layer.scrollY += 4;
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}
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*/
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game.physics.collide(sprite, layer);
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game.physics.collide(sprite, ball);
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// sprite.body.velocity.y = -300;
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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// sprite.body.velocity.x = 0;
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// sprite.body.velocity.y = 0;
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// sprite.body.angularVelocity = 0;
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// sprite.body.acceleration.x = 0;
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@@ -157,25 +165,62 @@ function update() {
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sprite.angle = sprite.angle + 1;
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*/
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// if (cursors.up.isDown)
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// {
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// sprite.body.velocity.y = -200;
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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 = 100;
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// }
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// if (cursors.left.isDown)
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// {
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// sprite.body.velocity.x = -200;
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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 = 200;
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// }
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// if (cursors.up.isDown)
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// {
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// sprite.y -= 2;
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// }
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// else if (cursors.down.isDown)
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// {
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// sprite.y += 2;
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// }
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// if (cursors.left.isDown)
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// {
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// sprite.x -= 2;
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// }
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// else if (cursors.right.isDown)
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// {
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// sprite.x += 2;
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// }
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if (cursors.up.isDown)
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{
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// console.log('cursor up');
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sprite.body.velocity.y = -200;
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sprite.body.y -= 2;
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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 = 100;
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sprite.body.y += 2;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -200;
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sprite.body.x -= 2;
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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 = 200;
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sprite.body.x += 2;
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}
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}
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function render() {
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