And we have level/ground jitter fixed :) Starstruck is running again properly now too. Time to commit and remove lots of debug data.

This commit is contained in:
photonstorm
2014-02-05 16:54:58 +00:00
parent 84f0f00f49
commit 1af86771ba
7 changed files with 401 additions and 66 deletions
+20 -4
View File
@@ -25,6 +25,17 @@ var bg;
function create() {
$('#step').click(function(){
console.log('---- STEP', game.stepCount, '-------------------------------');
game.step();
});
$('#start').click(function(){
console.log('---- START DEBUGGING -------------------------------');
game.enableStep();
player.debug = true;
});
game.stage.backgroundColor = '#000000';
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
@@ -43,12 +54,14 @@ function create() {
layer.resizeWorld();
game.physics.gravity.y = 260;
game.physics.gravity.y = 250;
game.physics.setBoundsToWorld();
player = game.add.sprite(32, 32, 'dude');
player.body.bounce.y = 0.2;
player.body.minVelocity.y = 5;
player.body.collideWorldBounds = true;
player.body.setSize(16, 32, 8, 16);
player.body.setRectangle(16, 32, 8, 16);
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
@@ -106,8 +119,10 @@ function update() {
}
}
if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
// if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
if (jumpButton.isDown && player.body.onFloor() && game.time.now > jumpTimer)
{
console.log('jump');
player.body.velocity.y = -250;
jumpTimer = game.time.now + 750;
}
@@ -116,6 +131,7 @@ function update() {
function render () {
// game.debug.renderSpriteBody(player);
game.debug.renderPhysicsBody(player.body);
game.debug.renderBodyInfo(player, 16, 24);
}