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Added in a Group.sort demo, also updated the documentation and build files.
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@@ -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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