Much more stable collision, just need to refactor the Tilemap handling - see if I can optimise it a bit too.

This commit is contained in:
Richard Davey
2013-09-23 03:26:08 +01:00
parent bc02a1a05e
commit 257cbe3be8
12 changed files with 517 additions and 360 deletions
+64
View File
@@ -0,0 +1,64 @@
<?php
$title = "Camera Cull";
require('../head.php');
?>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('disk', 'assets/sprites/ra_dont_crack_under_pressure.png');
}
var s;
function create() {
game.stage.backgroundColor = '#182d3b';
s = game.add.sprite(game.world.centerX, game.world.centerY, 'disk');
s.anchor.setTo(0.5, 0.5);
}
function update() {
s.rotation += 0.01;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
s.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
s.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
s.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
s.y += 4;
}
}
function render() {
game.debug.renderSpriteCorners(s, true, true);
game.debug.renderSpriteInfo(s, 20, 32);
}
})();
</script>
<?php
require('../foot.php');
?>