Collision commands in and working. Updated sci-fly example. Multiple layers rendering. Mixed tile size on one layer rendering, but collision is grid bound.

This commit is contained in:
photonstorm
2013-12-19 05:09:49 +00:00
parent 4c7a4ebf62
commit 352749e803
5 changed files with 251 additions and 111 deletions
+10 -37
View File
@@ -1,52 +1,35 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
game.load.image('tiles', 'assets/maps/cybernoid.png', 16, 16);
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('diamond', 'assets/sprites/chunk.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var map;
var tileset;
var layer;
var cursors;
var overlap;
var sprite;
var emitter;
function create() {
game.stage.backgroundColor = '#3d3d3d';
// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
map = game.add.tilemap('level3');
// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
// This way multiple levels can share the same single Tileset without requiring one each.
tileset = game.add.tileset('tiles');
map.addTilesetImage('CybernoidMap3BG_bank.png', 'tiles');
layer = map.createLayer(0);
// Basically this sets EVERY SINGLE tile to fully collide on all faces
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
map.setCollisionByExclusion([7, 32, 35, 36, 47]);
// And this turns off collision on the only tile we don't want collision on :)
tileset.setCollision(6, false, false, false, false);
tileset.setCollision(31, false, false, false, false);
tileset.setCollision(34, false, false, false, false);
tileset.setCollision(35, false, false, false, false);
tileset.setCollision(46, false, false, false, false);
// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
// layer.debug = true;
layer.resizeWorld();
@@ -61,7 +44,7 @@ function create() {
emitter = game.add.emitter(0, 0, 200);
emitter.makeParticles('diamond');
emitter.makeParticles('chunk');
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.gravity = 5;
@@ -108,13 +91,3 @@ function update() {
}
}
function render() {
game.debug.renderSpriteBounds(sprite);
// game.debug.renderSpriteInfo(sprite, 32, 32);
// game.debug.renderSpriteCoords(sprite, 32, 32);
}
+93
View File
@@ -0,0 +1,93 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('tiles', 'assets/maps/cybernoid.png', 16, 16);
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var map;
var layer;
var cursors;
var sprite;
var emitter;
function create() {
// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
map = game.add.tilemap('level3');
map.addTilesetImage('CybernoidMap3BG_bank.png', 'tiles');
layer = map.createLayer(0);
// Basically this sets EVERY SINGLE tile to fully collide on all faces
map.setCollisionByExclusion([7, 32, 35, 36, 47]);
// layer.debug = true;
layer.resizeWorld();
sprite = game.add.sprite(450, 80, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
sprite.angle = 5;
game.camera.follow(sprite);
// game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
cursors = game.input.keyboard.createCursorKeys();
emitter = game.add.emitter(0, 0, 200);
emitter.makeParticles('chunk');
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.gravity = 5;
emitter.bounce.setTo(0.5, 0.5);
game.input.onDown.add(particleBurst, this);
}
function particleBurst() {
emitter.x = game.input.worldX;
emitter.y = game.input.worldY;
emitter.start(true, 4000, null, 10);
}
function update() {
game.physics.collide(sprite, layer);
game.physics.collide(emitter, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -150;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 150;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -150;
sprite.scale.x = -1;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 150;
sprite.scale.x = 1;
}
}
+9 -7
View File
@@ -41,21 +41,24 @@ function create() {
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
map.setCollisionByIndexRange(1, 12);
map.setCollisionByIndex(100, 'Tile Layer 3');
map.setCollisionBetween(1, 12);
// mario tiles
// map.setCollisionByIndex(15);
// map.setCollisionByIndex(40);
// map.setCollisionByIndexRange(14, 16);
// map.setCollisionByIndexRange(20, 25);
// map.setCollisionByIndexRange(27, 29);
layer2 = map.createLayer('Tile Layer 2');
layer = map.createLayer('Tile Layer 1');
layer3 = map.createLayer('Tile Layer 3');
layer3.scrollFactorX = 0.5;
layer2 = map.createLayer('Tile Layer 2');
layer2.alpha = 0.5;
layer = map.createLayer('Tile Layer 1');
// layer.debug = true;
layer3.debug = true;
layer.resizeWorld();
@@ -128,8 +131,7 @@ function update() {
layer.scrollY += 4;
}
*/
// game.physics.collide(sprite, layer);
game.physics.collide(sprite, layer3);
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;