Working through re-integrating tilemap collision. So far, so good.

This commit is contained in:
photonstorm
2014-01-22 16:16:53 +00:00
parent 1370ba52b5
commit 20108e47f3
5 changed files with 3877 additions and 126 deletions
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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/platform.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('platformer_tiles', 'assets/tilemaps/tiles/platformer_tiles.png');
game.load.spritesheet('gameboy', 'assets/sprites/gameboy_seize_color_40x60.png', 40, 60);
}
var map;
var layer;
var sprite;
function create() {
game.stage.backgroundColor = '#124184';
map = game.add.tilemap('map');
map.addTilesetImage('platformer_tiles');
map.setCollisionBetween(32, 35);
map.setCollisionByIndex(21);
layer = map.createLayer('Tile Layer 1');
// layer.debug = true;
game.physics.gravity.y = 200;
sprite = game.add.sprite(300, 100, 'gameboy', 0);
sprite.name = 'red';
sprite.body.collideWorldBounds = true;
sprite.body.bounce.setTo(0.5, 0.5);
game.input.onDown.add(launch, this);
}
function launch() {
sprite.body.velocity.x = -200;
sprite.body.velocity.y = -200;
}
function hit(face, body1, body2) {
console.log('hit', face);
}
function update() {
game.physics.collide(sprite, layer);
}
function render() {
if (sprite)
{
game.debug.renderBodyInfo(sprite, 20, 30);
}
}