mirror of
https://github.com/wassname/phaser.git
synced 2026-08-15 12:45:11 +08:00
Added in a Group.sort demo, also updated the documentation and build files.
This commit is contained in:
@@ -226,6 +226,10 @@
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"file": "create+sprite+in+a+group.js",
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"title": "create sprite in a group"
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},
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{
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"file": "depth+sort.js",
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"title": "depth sort"
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},
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{
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"file": "display+order.js",
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"title": "display order"
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@@ -0,0 +1,65 @@
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{ "height":19,
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"layers":[
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{
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"data":[1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 11, 1, 1, 9, 13, 1, 1, 1, 1, 11, 1, 1, 1, 1, 1, 1, 5, 12, 1, 1, 1, 2, 1, 3, 1, 1, 8, 1, 1, 1, 1, 1, 8, 1, 1, 1, 1, 9, 1, 13, 1, 1, 8, 1, 1, 1, 5, 1, 1, 6, 1, 1, 1, 9, 1, 4, 1, 1, 1, 3, 1, 13, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 10, 1, 1, 1, 1, 1, 6, 1, 1, 1, 8, 1, 1, 1, 7, 1, 4, 1, 1, 9, 1, 12, 12, 1, 6, 1, 9, 1, 1, 11, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 8, 1, 1, 1, 1, 1, 1, 1, 9, 1, 1, 1, 3, 1, 1, 1, 1, 1, 5, 1, 1, 1, 2, 1, 1, 1, 1, 11, 7, 1, 1, 4, 1, 1, 1, 1, 1, 13, 1, 1, 1, 3, 1, 1, 1, 1, 9, 1, 9, 1, 2, 1, 1, 2, 1, 12, 1, 9, 1, 1, 9, 1, 1, 1, 8, 1, 1, 1, 1, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 1, 1, 1, 3, 1, 1, 3, 1, 1, 1, 3, 1, 7, 1, 1, 2, 1, 3, 1, 13, 2, 10, 1, 3, 1, 1, 1, 9, 1, 4, 1, 1, 1, 11, 1, 1, 1, 1, 1, 7, 1, 1, 3, 1, 1, 1, 1, 1, 1, 6, 1, 8, 1, 1, 2, 1, 12, 1, 1, 1, 11, 12, 8, 1, 1, 1, 1, 11, 1, 1, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 1, 1, 1, 1, 6, 1, 1, 3, 1, 1, 1, 7, 1, 1, 1, 6, 1, 1, 8, 1, 1, 1, 1, 1, 1, 1, 1, 9, 1, 1, 1, 1, 6, 1, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, 1, 10, 1, 1, 9, 1, 2, 1, 1, 1, 1, 7, 1, 1, 1, 5, 1, 3, 1, 1, 11, 1, 1, 1, 7, 1, 1, 1, 1, 1, 1, 1, 1, 10, 1, 1, 1, 2, 1, 1, 3, 1, 1, 8, 1, 1, 1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 13, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6, 1, 8, 1, 1, 3, 1, 1, 3, 1, 8, 6, 1, 1, 1, 11, 1, 1, 1, 1, 1, 11, 1, 1, 1, 1, 3, 1, 1, 1, 1, 12, 1, 1, 9, 1, 1, 2, 5, 3, 1, 1, 2, 3, 1, 8, 4, 6, 1, 3, 1, 9, 6, 1, 4, 1, 5, 9, 1, 8, 1],
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"height":19,
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"name":"Tile Layer 1",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":25,
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"x":0,
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"y":0
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},
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{
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"height":19,
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"name":"Tile Layer 2",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":25,
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"x":0,
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"y":0
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}],
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"orientation":"orthogonal",
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"properties":
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{
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},
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"tileheight":32,
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"tilesets":[
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{
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"firstgid":1,
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"image":"ground_1x1.png",
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"imageheight":32,
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"imagewidth":800,
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"margin":0,
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"name":"ground_1x1",
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"properties":
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{
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},
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"spacing":0,
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"tileheight":32,
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"tilewidth":32
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},
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{
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"firstgid":26,
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"image":"walls_1x2.png",
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"imageheight":64,
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"imagewidth":256,
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"margin":0,
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"name":"walls_1x2",
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"properties":
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{
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},
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"spacing":0,
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"tileheight":64,
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"tilewidth":32
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}],
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"tilewidth":32,
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"version":1,
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"width":25
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}
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@@ -0,0 +1,19 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.0" orientation="orthogonal" width="25" height="19" tilewidth="32" tileheight="32">
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<tileset firstgid="1" name="ground_1x1" tilewidth="32" tileheight="32">
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<image source="ground_1x1.png" width="800" height="32"/>
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</tileset>
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<tileset firstgid="26" name="walls_1x2" tilewidth="32" tileheight="64">
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<image source="walls_1x2.png" width="256" height="64"/>
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</tileset>
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<layer name="Tile Layer 1" width="25" height="19">
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<data encoding="base64">
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</data>
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</layer>
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<layer name="Tile Layer 2" width="25" height="19">
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<data encoding="base64">
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIQAAAAAAAAAAAAAAAAAAAAAAAAAdAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAhAAAAAAAAAAAAAAAAAAAAAAAAABoAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIQAAAAAAAAAaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAIQAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAABsAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACEAAAAAAAAAAAAAAAAAAAAcAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB0AAAAAAAAAAAAAACEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAB0AAAAAAAAAAAAAACEAAAAAAAAAAAAAAB8AAAAAAAAAAAAAAAAAAAAhAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHgAAAAAAAAAAAAAAAAAAACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAcAAAAAAAAAAAAAAAAAAAAAAAAAB4AAAAAAAAAAAAAAAAAAAAAAAAAHwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAgAAAAAAAAAAAAAAAAAAAAHwAAAAAAAAAAAAAAAAAAAB8AAAAAAAAAAAAAAAAAAAAhAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGwAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHgAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAcAAAAAAAAAAAAAAAAAAAAAAAAACEAAAAAAAAAAAAAAB8AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA==
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</data>
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</layer>
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</map>
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Binary file not shown.
|
After Width: | Height: | Size: 2.2 KiB |
Binary file not shown.
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After Width: | Height: | Size: 2.4 KiB |
Binary file not shown.
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After Width: | Height: | Size: 17 KiB |
@@ -0,0 +1,79 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.tilemap('desert', 'assets/maps/burd.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
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game.load.spritesheet('trees', 'assets/maps/walls_1x2.png', 32, 64);
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}
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var map;
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var tileset;
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var layer;
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var sprite;
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var group;
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var oldY = 0;
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var cursors;
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function create() {
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// Create our tilemap to walk around
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map = game.add.tilemap('desert');
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tileset = game.add.tileset('tiles');
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layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
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// This group will hold the main player + all the tree sprites to depth sort against
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group = game.add.group();
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// The player
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sprite = group.create(300, 200, 'phaser');
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// Some trees
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for (var i = 0; i < 50; i++)
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{
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var x = game.math.snapTo(game.world.randomX, 32);
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var y = game.math.snapTo(game.world.randomY, 32);
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group.create(x, y, 'trees', game.rnd.integerInRange(0, 8));
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}
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// Move it
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -200;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 200;
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}
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -200;
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}
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else if (cursors.down.isDown)
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{
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sprite.body.velocity.y = 200;
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}
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if (sprite.y !== oldY)
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{
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// Group.sort() is an expensive operation
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// You really want to minimise how often it is called as much as possible.
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// So this little check helps at least, but if you can do it even less than this.
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group.sort();
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oldY = sprite.y;
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}
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}
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+31
-38
@@ -1,48 +1,46 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
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function preload() {
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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game.load.spritesheet('veggies', 'assets/sprites/fruitnveg32wh37.png', 32, 32);
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game.load.tilemap('desert', 'assets/maps/burd.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
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game.load.spritesheet('trees', 'assets/maps/walls_1x2.png', 32, 64);
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}
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var map;
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var tileset;
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var layer;
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var sprite;
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var group;
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var oldY = 0;
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var cursors;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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// sprite = game.add.sprite(32, 200, 'phaser');
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// sprite.name = 'phaser-dude';
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// Create our tilemap to walk around
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map = game.add.tilemap('desert');
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tileset = game.add.tileset('tiles');
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layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
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// This group will hold the main player + all the tree sprites to depth sort against
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group = game.add.group();
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// The player
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sprite = group.create(300, 200, 'phaser');
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sprite.name = 'phaser-dude';
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var names = [ 'cherries', 'orange', 'swede', 'apple', 'pepper', 'dick', 'carrot', 'cucum', 'strawb', 'broc', 'pineapl', 'melon', 'white', 'spud', 'banana', 'lettuce'];
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for (var i = 0; i < names.length - 1; i++)
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// Some trees
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for (var i = 0; i < 50; i++)
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{
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// var c = group.create(game.world.randomX, game.world.randomY, 'veggies', game.rnd.integerInRange(0, 36));
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var c = group.create(game.world.randomX, game.world.randomY, 'veggies', i);
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c.name = names[i];
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var x = game.math.snapTo(game.world.randomX, 32);
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var y = game.math.snapTo(game.world.randomY, 32);
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group.create(x, y, 'trees', game.rnd.integerInRange(0, 8));
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}
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game.input.onUp.add(sortGroup, this);
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game.input.keyboard.addKeyCapture([ Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN ]);
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}
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function sortGroup () {
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console.log('%c ', 'background: #efefef');
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// group.dump(true);
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group.sort();
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// group.dump(true);
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// Move it
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cursors = game.input.keyboard.createCursorKeys();
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}
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@@ -51,36 +49,31 @@ function update() {
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 200;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -200;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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else if (cursors.down.isDown)
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{
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sprite.body.velocity.y = 200;
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}
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if (sprite.y !== oldY)
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{
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// console.log('sorted');
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// group.sort();
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// oldY = sprite.y;
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// Group.sort() is an expensive operation
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// You really want to minimise how often it is called as much as possible.
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// So this little check helps at least, but if you can do it even less than this.
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group.sort();
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oldY = sprite.y;
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}
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}
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function render() {
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game.debug.renderText(sprite.y, 32, 32);
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// game.debug.renderInputInfo(32, 32);
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}
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Reference in New Issue
Block a user