mirror of
https://github.com/wassname/phaser.git
synced 2026-08-20 12:40:12 +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:
@@ -0,0 +1,103 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - mario party(cles)</title>
|
||||
<script src="phaser-min.js"></script>
|
||||
<style type="text/css">
|
||||
body {
|
||||
margin: 0;
|
||||
font-family: sans-serif;
|
||||
}
|
||||
|
||||
p {
|
||||
padding: 16px;
|
||||
margin: 0px;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="game"></div>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'game', { preload: preload, create: create, update: update });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('background', 'assets/smb_bg.png', 'assets/smb_bg.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.tilemap('level1', 'assets/smb_tiles.png', 'assets/smb_level1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.spritesheet('balls', 'assets/balls.png', 17, 17);
|
||||
game.load.image('phaser', 'assets/phaser.png');
|
||||
|
||||
}
|
||||
|
||||
var p;
|
||||
var map;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#787878';
|
||||
|
||||
game.add.tilemap(0, 0, 'background');
|
||||
|
||||
map = game.add.tilemap(0, 0, 'level1');
|
||||
map.setCollisionByIndex([9,10,11,14,15,16,18,19,22,23,24,32,37,38], true, true, true, true);
|
||||
|
||||
p = game.add.emitter(300, 50, 500);
|
||||
p.bounce = 0.5;
|
||||
p.makeParticles('balls', [0,1,2,3,4,5], 500, 1);
|
||||
p.minParticleSpeed.setTo(-150, 150);
|
||||
p.maxParticleSpeed.setTo(100, 100);
|
||||
p.gravity = 8;
|
||||
p.start(false, 5000, 50);
|
||||
|
||||
var logo = game.add.sprite(688, 8, 'phaser');
|
||||
logo.scrollFactor.setTo(0, 0);
|
||||
|
||||
game.add.tween(p).to({ x: 4000 }, 7500, Phaser.Easing.Quadratic.InOut, true, 0, 1000, true);
|
||||
|
||||
game.input.onDown.add(goFull, this);
|
||||
|
||||
}
|
||||
|
||||
function goFull() {
|
||||
game.stage.scale.startFullScreen();
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
map.collide(p);
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
|
||||
{
|
||||
game.camera.x -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
|
||||
{
|
||||
game.camera.x += 8;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
game.camera.y -= 8;
|
||||
}
|
||||
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
|
||||
{
|
||||
game.camera.y += 8;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
<p>Left / Right arrows to scroll the map</p>
|
||||
<p>Click game to full-screen (if supported)</p>
|
||||
<p>Highlights a few visual glitches I need to work on :)</p>
|
||||
<p>Created with <a href="https://github.com/photonstorm/phaser">Phaser 1.0</a> by <a href="https://twitter.com/photonstorm">@photonstorm</a></p>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
Reference in New Issue
Block a user