Added Tutorial 2.

This commit is contained in:
photonstorm
2013-12-07 02:05:07 +00:00
parent 13a03f3620
commit 74e0cfb13a
29 changed files with 1060 additions and 5 deletions
+2 -1
View File
@@ -28,6 +28,7 @@ var lives;
var enemyBullet;
var firingTimer = 0;
var stateText;
var livingEnemies=[];
function create() {
@@ -226,7 +227,7 @@ function enemyFires () {
// Grab the first bullet we can from the pool
enemyBullet = enemyBullets.getFirstExists(false);
var livingEnemies=[];
livingEnemies.length=0;
aliens.forEachAlive(function(alien){
+14 -4
View File
@@ -5,10 +5,10 @@ function preload() {
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');
// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
// game.load.image('phaser', 'assets/sprites/mushroom2.png');
// game.load.image('phaser', 'assets/sprites/wabbit.png');
// game.load.image('phaser', 'assets/sprites/arrow.png');
game.load.image('phaser', 'assets/sprites/arrow.png');
// game.load.image('phaser', 'assets/sprites/darkwing_crazy.png');
}
@@ -30,11 +30,11 @@ function create() {
// 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, 400, 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;
// 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);
@@ -45,6 +45,16 @@ function create() {
sprite = game.add.sprite(260, 100, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
// This adjusts the collision body size.
// 100x50 is the new width/height.
// 50, 25 is the X and Y offset of the newly sized box.
// 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;