Star Struck game back and working again, plus finished the level design.

This commit is contained in:
photonstorm
2013-10-16 03:37:15 +01:00
parent a97f271de7
commit 31018b9295
8 changed files with 120 additions and 164 deletions
+49 -34
View File
@@ -5,13 +5,12 @@
<script type="text/javascript">
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
function preload() {
// game.load.tilemap('level1', 'assets/games/starstruck/tiles-1.png', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.JSON);
game.load.tilemap('level1', 'assets/games/starstruck/level1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/games/starstruck/tiles-1.png', 16, 16);
game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
game.load.spritesheet('droid', 'assets/games/starstruck/droid.png', 32, 32);
game.load.image('starSmall', 'assets/games/starstruck/star.png');
@@ -21,6 +20,8 @@
}
var map;
var tileset;
var layer;
var player;
var facing = 'left';
var jumpTimer = 0;
@@ -33,16 +34,25 @@
bg = game.add.tileSprite(0, 0, 800, 600, 'background');
bg.fixedToCamera = true;
map = game.add.tilemap(0, 0, 'level1');
map.setCollisionRange(1, 12, true, true, true, true);
map.setCollisionRange(18, 47, true, true, true, true);
map.setCollisionRange(53, 69, true, true, true, true);
map = new Phaser.Tilemap(game, 'level1');
// player = game.add.sprite(32, 32, 'dude');
player = game.add.sprite(250, 220, 'dude');
tileset = game.cache.getTileset('tiles');
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
tileset.setCollisionRange(12, 17, false, false, false, false);
tileset.setCollisionRange(46, 51, false, false, false, false);
layer = new Phaser.TilemapLayer(game, 0, 0, 800, 600, tileset, map, 0);
layer.resizeWorld();
game.world.add(layer.sprite);
player = game.add.sprite(32, 32, 'dude');
player.body.bounce.y = 0.2;
player.body.collideWorldBounds = true;
// player.body.gravity.y = 10;
player.body.gravity.y = 6;
player.body.setSize(16, 32, 8, 16);
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
@@ -54,10 +64,23 @@
function update() {
game.physics.collide(player, map);
layer.update();
// getTiles: function (x, y, width, height, collides, layer) {
overlap = layer.getTiles(player.body.x, player.body.y, player.body.width, player.body.height, true);
if (overlap.length > 1)
{
for (var i = 1; i < overlap.length; i++)
{
game.physics.separateTile(player.body, overlap[i]);
}
}
// game.physics.collide(player, map);
player.body.velocity.x = 0;
player.body.velocity.y = 0;
// player.body.velocity.y = 0;
// player.body.acceleration.y = 500;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
@@ -98,37 +121,29 @@
facing = 'idle';
}
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
player.body.velocity.y = -150;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
player.body.velocity.y = 150;
}
// if (game.input.keyboard.isDown(Phaser.Keyboard.UP) || game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
// {
// if (player.body.touching.down && game.time.now > jumpTimer)
// {
// player.body.velocity.y = -200;
// jumpTimer = game.time.now + 500;
// }
// }
if (game.input.keyboard.isDown(Phaser.Keyboard.UP) || game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
{
if (player.body.touching.down && game.time.now > jumpTimer)
{
player.body.velocity.y = -250;
jumpTimer = game.time.now + 750;
}
}
}
function render() {
game.debug.renderSpriteInfo(player, 32, 32);
game.debug.renderSpriteCorners(player, false, true);
game.debug.renderSpriteCollision(player, 32, 320);
layer.render();
// game.debug.renderSpriteBody(player);
// game.debug.renderSpriteInfo(player, 32, 32);
// game.debug.renderSpriteCollision(player, 32, 320);
}
</script>
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