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synced 2026-08-04 13:14:14 +08:00
Fixed lots of examples and added the missing Line.js.
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@@ -3,9 +3,9 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
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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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game.load.tilemap('desert', 'assets/tilemaps/maps/depthsort.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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game.load.spritesheet('trees', 'assets/tilemaps/tiles/walls_1x2.png', 32, 64);
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}
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@@ -22,8 +22,12 @@ 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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map.addTilesetImage('ground_1x1');
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layer = map.createLayer('Tile Layer 1');
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layer.resizeWorld();
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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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@@ -51,27 +55,27 @@ function update() {
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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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sprite.body.velocity.x = -150;
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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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sprite.body.velocity.x = 150;
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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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sprite.body.velocity.y = -150;
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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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sprite.body.velocity.y = 150;
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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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// 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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