mirror of
https://github.com/wassname/phaser.git
synced 2026-08-08 11:23:41 +08:00
Mostly working, just need to apply a max overlap to avoid tunneling, although a ray would be better.
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+14
-10
@@ -6,7 +6,9 @@ function preload() {
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game.load.tilemap('map', 'assets/maps/newtest.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.image('phaser', 'assets/sprites/phaser-ship.png');
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game.load.image('phaser', 'assets/sprites/mushroom2.png');
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// game.load.image('phaser', 'assets/sprites/mushroom2.png');
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// game.load.image('phaser', 'assets/sprites/wabbit.png');
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game.load.image('phaser', 'assets/sprites/arrow.png');
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}
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@@ -36,9 +38,9 @@ function create() {
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// this screws something up - not quite sure what, but needs investigating!
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// layer.resizeWorld();
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sprite = game.add.sprite(120, 450, 'phaser');
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// sprite.anchor.setTo(0.5, 0.5);
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// sprite.angle = 5;
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sprite = game.add.sprite(200, 420, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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sprite.angle = 35;
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// game.camera.follow(sprite);
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@@ -84,23 +86,25 @@ function update() {
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.angle = sprite.angle + 1;
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -150;
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sprite.body.velocity.y = -900;
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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 = 150;
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sprite.body.velocity.y = 900;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -150;
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sprite.body.velocity.x = -900;
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// sprite.scale.x = -1;
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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 = 150;
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sprite.body.velocity.x = 900;
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// sprite.scale.x = 1;
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}
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@@ -109,8 +113,8 @@ function update() {
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function render() {
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game.debug.renderSpriteBody(sprite);
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// game.debug.renderSpriteBounds(sprite);
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// game.debug.renderSpriteBody(sprite);
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game.debug.renderSpriteBounds(sprite);
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game.debug.renderText(sprite.x, 32, 32);
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game.debug.renderText(sprite.y, 32, 48);
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