Tidying up the examples and more Tilemap work.

This commit is contained in:
photonstorm
2013-12-10 12:23:42 +00:00
parent af5847e8e4
commit 669570c701
115 changed files with 372 additions and 11768 deletions
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After

Width:  |  Height:  |  Size: 126 KiB

+2 -2
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@@ -17,7 +17,7 @@ var waveDataCounter;
function create() {
// Create our BitmapData object at a size of 32x64
bmd = game.add.bitmapData('ball', 32, 64);
bmd = game.add.bitmapData(32, 64);
// And apply it to 100 randomly positioned sprites
for (var i = 0; i < 100; i++)
@@ -62,7 +62,7 @@ function updateWobblyBall()
// Now all the pixel data has been redrawn we render it to the BitmapData object.
// In CANVAS mode this doesn't do anything, but on WebGL it pushes the new texture to the GPU.
// If your game is exclusively running under Canvas you ca safely ignore this step.
// If your game is exclusively running under Canvas you can safely ignore this step.
bmd.render();
// Cycle through the wave data - this is what causes the image to "undulate"
+1 -1
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@@ -14,7 +14,7 @@ var bmd;
function create() {
bmd = game.add.bitmapData('ball', 32, 64);
bmd = game.add.bitmapData(32, 64);
console.log(bmd);
+5 -11
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@@ -3,6 +3,9 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() {
// game.load.tilemap('map', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.tileset('marioTiles', 'assets/maps/mario1.png', 16, 16);
game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
@@ -21,25 +24,20 @@ var sprite;
function create() {
game.stage.backgroundColor = '#5c94fc';
// game.stage.backgroundColor = '#5c94fc';
map = game.add.tilemap('map');
// map.setCollisionByIndexRange(80, 97); // mario
map.setCollisionByIndex(1);
// Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
// layer = game.add.tilemapLayer(0, 0, 800, 600, null, map, 0);
layer = game.add.tilemapLayer(0, 0, 800, 600, null, map, 0);
// layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0);
// layer.cameraOffset.x = 400;
// layer.alpha = 0.5;
// tileset = game.add.tileset('tilesNes');
// layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tilesetNes.tileWidth, 600, tileset, map, 0);
// disable this and you can place anywhere, but will almost certainly screw collision
layer.resizeWorld();
sprite = game.add.sprite(260, 100, 'phaser');
@@ -51,10 +49,6 @@ function create() {
// In this case the box is 50px in and 25px down.
sprite.body.setSize(16, 16, 8, 8);
// We'll set a lower max angular velocity here to keep it from going totally nuts
sprite.body.maxAngular = 500;