Finished off RenderTexture. Sprites can now accept a RenderTexture or a key when you create them. RenderTextures are also now stored in the cache under their own key, making re-using them across other Sprites much easier. Also ported over all of the Tilemap classes, but need to get them rendering.

This commit is contained in:
Richard Davey
2013-09-11 02:57:36 +01:00
parent f885f7b023
commit 48ed27dfcc
11 changed files with 1292 additions and 73 deletions
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<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
function preload() {
// CSV Tilemap Test
// First we load our map data (a csv file)
game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv');
// Then we load the actual tile sheet image
game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png');
}
function create() {
// game, key, mapData, format, resizeWorld, tileWidth, tileHeight
// This creates the tilemap using the csv and tile sheet we loaded.
// We tell it use to CSV format parser. The 16x16 are the tile sizes.
// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
var t = new Phaser.Tilemap(game, 'csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
function render() {
}
})();
</script>
</body>
</html>