Mostly working, just need to apply a max overlap to avoid tunneling, although a ray would be better.

This commit is contained in:
photonstorm
2013-12-06 02:34:28 +00:00
parent 1f513a333e
commit 8e289e6b7c
3 changed files with 171 additions and 25 deletions
+14 -10
View File
@@ -6,7 +6,9 @@ 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/mushroom2.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');
}
@@ -36,9 +38,9 @@ function create() {
// this screws something up - not quite sure what, but needs investigating!
// layer.resizeWorld();
sprite = game.add.sprite(120, 450, 'phaser');
// sprite.anchor.setTo(0.5, 0.5);
// sprite.angle = 5;
sprite = game.add.sprite(200, 420, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
sprite.angle = 35;
// game.camera.follow(sprite);
@@ -84,23 +86,25 @@ function update() {
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.angle = sprite.angle + 1;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -150;
sprite.body.velocity.y = -900;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 150;
sprite.body.velocity.y = 900;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -150;
sprite.body.velocity.x = -900;
// sprite.scale.x = -1;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 150;
sprite.body.velocity.x = 900;
// sprite.scale.x = 1;
}
@@ -109,8 +113,8 @@ function update() {
function render() {
game.debug.renderSpriteBody(sprite);
// game.debug.renderSpriteBounds(sprite);
// game.debug.renderSpriteBody(sprite);
game.debug.renderSpriteBounds(sprite);
game.debug.renderText(sprite.x, 32, 32);
game.debug.renderText(sprite.y, 32, 48);