mirror of
https://github.com/wassname/phaser.git
synced 2026-07-01 16:50:43 +08:00
Fixed some issues in Tilemap collision, updated the Emitter so x/y controls the point of emission (to stop collision getting out of whack) and fixed the postUpdate in body.
This commit is contained in:
+7
-14
@@ -12,7 +12,6 @@
|
||||
|
||||
(function () {
|
||||
|
||||
// var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
@@ -34,20 +33,15 @@
|
||||
// floor
|
||||
map.setCollisionRange(80, 97, true, true, true, true);
|
||||
|
||||
// pipes
|
||||
// map.setCollisionRange(31, 32, true, true, true, true);
|
||||
// map.setCollisionRange(37, 38, true, true, true, true);
|
||||
// map.setCollisionRange(39, 40, true, true, true, true);
|
||||
// map.setCollisionRange(45, 46, true, true, true, true);
|
||||
// map.setCollisionRange(73, 74, true, true, true, true);
|
||||
|
||||
// one-ways
|
||||
map.setCollisionRange(15, 17, true, true, false, true);
|
||||
|
||||
p = game.add.sprite(0, 0, 'player');
|
||||
// p.body.velocity.y = 150;
|
||||
// p.body.gravity.y = 10;
|
||||
// p.body.bounce.y = 0.5;
|
||||
p = game.add.sprite(32, 32, 'player');
|
||||
|
||||
p.body.bounce.y = 0.4;
|
||||
p.body.collideWorldBounds = true;
|
||||
|
||||
game.camera.follow(p);
|
||||
|
||||
}
|
||||
|
||||
@@ -56,12 +50,11 @@
|
||||
map.collide(p);
|
||||
|
||||
p.body.velocity.x = 0;
|
||||
p.body.acceleration.y = 250;
|
||||
p.body.acceleration.y = 500;
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
p.body.velocity.x = -150;
|
||||
// game.camera.x -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user