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https://github.com/wassname/phaser.git
synced 2026-08-05 13:21:00 +08:00
yuidoc scripts added. Tidied up the Docs folder. Added back in the Emitter and fixed the Tests that weren't compiling.
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@@ -2,29 +2,33 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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// CSV Tilemap Test
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// First we load our map data (a csv file)
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game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv');
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// Then we load the actual tile sheet image
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game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png');
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}
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function create() {
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// This creates the tilemap using the csv and tile sheet we loaded.
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// We tell it use to CSV format parser. The 16x16 are the tile sizes.
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// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
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game.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
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}
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function update() {
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// Simple camera controls
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -2,20 +2,25 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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game.load.text('platform', 'assets/maps/mapdraw.json');
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game.load.image('tiles', 'assets/tiles/platformer_tiles.png');
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game.load.image('carrot', 'assets/sprites/carrot.png');
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}
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var map;
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var emitter;
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var marker;
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function create() {
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map = game.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
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map.setCollisionRange(21, 53);
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map.setCollisionRange(105, 109);
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game.camera.texture.opaque = true;
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game.camera.texture.backgroundColor = 'rgb(47,154,204)';
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marker = game.add.sprite(0, 0);
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marker.texture.width = 16;
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marker.texture.height = 16;
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@@ -27,13 +32,15 @@
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//emitter.gravity = 150;
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//emitter.bounce = 0.8;
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//emitter.start(false, 20, 0.05);
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}
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}
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function update() {
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// Collide everything with the map
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//map.collide();
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marker.x = game.math.snapToFloor(game.input.worldX, 16);
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marker.y = game.math.snapToFloor(game.input.worldY, 16);
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if(game.input.mousePointer.isDown) {
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if (game.input.mousePointer.isDown) {
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map.putTile(marker.x, marker.y, 32);
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}
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}
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@@ -2,31 +2,36 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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// Tiled Tilemap Test
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// First we load our map data (a json file exported from the map editor Tiled)
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// This data file has several layers within it. Phaser will render them all.
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game.load.text('jsontest', 'assets/maps/multi-layer-test.json');
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// Then we load the actual tile sheet image
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game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
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}
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var map;
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function create() {
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// This creates the tilemap using the json data and tile sheet we loaded.
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// We tell it to use the Tiled JSON format parser.
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map = game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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//map.currentLayer.
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}
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}
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function update() {
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// Simple camera controls
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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@@ -2,29 +2,33 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, preload, create, update);
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function preload() {
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// Tiled Tilemap Test
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// First we load our map data (a json file exported from the map editor Tiled)
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game.load.text('jsontest', 'assets/maps/test.json');
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//myGame.loader.addTextFile('jsontest', 'assets/maps/multi-layer-test.json');
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// Then we load the actual tile sheet image
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game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
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}
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function create() {
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// This creates the tilemap using the json data and tile sheet we loaded.
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// We tell it to use the Tiled JSON format parser.
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game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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}
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function update() {
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// Simple camera controls
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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} else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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