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https://github.com/wassname/phaser.git
synced 2026-08-08 11:23:41 +08:00
Star Struck game back and working again, plus finished the level design.
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@@ -635,28 +635,7 @@ Phaser.Physics.Arcade.prototype = {
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*/
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separateTile: function (body, tile) {
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var separatedX = this.separateTileX(body, tile, true);
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var separatedY = this.separateTileY(body, tile, true);
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/*
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if (separatedX)
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{
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console.log('x overlap', this._overlap);
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}
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if (separatedY)
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{
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console.log('y overlap', this._overlap);
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}
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if (separatedX || separatedY)
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{
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return true;
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}
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*/
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if (separatedX || separatedY)
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if (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true))
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{
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return true;
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}
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@@ -684,17 +663,11 @@ Phaser.Physics.Arcade.prototype = {
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// The hulls overlap, let's process it
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this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
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console.log('sx hulls over');
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console.log('x', body.hullX.x, 'y', body.hullX.y, 'bottom', body.hullX.y, 'right', body.hullX.right);
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console.log(tile);
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if (body.deltaX() < 0)
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{
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// Moving left
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this._overlap = tile.right - body.hullX.x;
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console.log('sx left', this._overlap);
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if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
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{
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this._overlap = 0;
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@@ -709,8 +682,6 @@ Phaser.Physics.Arcade.prototype = {
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// Moving right
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this._overlap = body.hullX.right - tile.x;
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console.log('sx right', this._overlap);
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if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
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{
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this._overlap = 0;
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@@ -728,15 +699,11 @@ Phaser.Physics.Arcade.prototype = {
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{
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if (body.deltaX() < 0)
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{
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console.log('sx sep left 1', body.x);
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body.x = body.x + this._overlap;
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console.log('sx sep left 2', body.x);
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}
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else
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{
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console.log('sx sep right 1', body.x);
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body.x = body.x - this._overlap;
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console.log('sx sep right 2', body.x);
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}
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if (body.bounce.x == 0)
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@@ -751,12 +718,10 @@ Phaser.Physics.Arcade.prototype = {
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body.updateHulls();
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}
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console.log('%c ', 'background: #7f7f7f')
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return true;
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}
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else
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{
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console.log('%c ', 'background: #7f7f7f')
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return false;
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}
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@@ -21,8 +21,6 @@ Phaser.Tilemap = function (game, key) {
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this.layers = [];
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}
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console.log(this.layers);
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this.currentLayer = 0;
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this.debugMap = [];
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@@ -179,8 +179,6 @@ Phaser.TilemapLayer.prototype = {
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this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
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console.log('world', this.game.world.bounds);
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},
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updateTileset: function (tileset) {
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@@ -200,6 +198,7 @@ Phaser.TilemapLayer.prototype = {
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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this.updateMax();
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},
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@@ -355,7 +354,8 @@ Phaser.TilemapLayer.prototype = {
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var tile = this.tileset.tiles[this._column[x]-1];
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// if (this.tileset.checkTileIndex(tile))
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// {
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if (tile)
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{
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this.context.drawImage(
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this.tileset.image,
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tile.x,
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@@ -367,7 +367,7 @@ Phaser.TilemapLayer.prototype = {
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this.tileWidth,
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this.tileHeight
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);
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// }
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}
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this._tx += this.tileWidth;
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