mirror of
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synced 2026-10-29 13:21:16 +08:00
Tilemap Collision in and working :) Needs testing against Groups now.
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After Width: | Height: | Size: 17 KiB |
Vendored
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||||
var PIXI=PIXI||{};var Phaser=Phaser||{VERSION:"1.0.0",GAMES:[],AUTO:0,CANVAS:1,WEBGL:2};PIXI.InteractionManager=function(c){};Phaser.Utils={isPlainObject:function(d){if(typeof(d)!=="object"||d.nodeType||d===d.window){return false}try{if(d.constructor&&!hasOwn.call(d.constructor.prototype,"isPrototypeOf")){return false}}catch(c){return false}return true},extend:function(){var n,e,c,d,k,l,j=arguments[0]||{},h=1,f=arguments.length,m=false;if(typeof j==="boolean"){m=j;j=arguments[1]||{};h=2}if(f===h){j=this;--h}for(;h<f;h++){if((n=arguments[h])!=null){for(e in n){c=j[e];d=n[e];if(j===d){continue}if(m&&d&&(Phaser.Utils.isPlainObject(d)||(k=Array.isArray(d)))){if(k){k=false;l=c&&Array.isArray(c)?c:[]}else{l=c&&Phaser.Utils.isPlainObject(c)?c:{}}j[e]=extend(m,l,d)}else{if(d!==undefined){j[e]=d}}}}}return j}};function HEXtoRGB(c){return[(c>>16&255)/255,(c>>8&255)/255,(c&255)/255]}if(typeof Function.prototype.bind!="function"){Function.prototype.bind=(function(){var c=Array.prototype.slice;return function(d){var h=this,i=c.call(arguments,1);if(typeof h!="function"){throw new TypeError()}function e(){var j=i.concat(c.call(arguments));h.apply(this instanceof e?this:d,j)}e.prototype=(function f(j){j&&(f.prototype=j);if(!(this instanceof f)){return new f}})(h.prototype);return e}})()}function determineMatrixArrayType(){PIXI.Matrix=(typeof Float32Array!=="undefined")?Float32Array:Array;return PIXI.Matrix}determineMatrixArrayType();PIXI.mat3={};PIXI.mat3.create=function(){var c=new PIXI.Matrix(9);c[0]=1;c[1]=0;c[2]=0;c[3]=0;c[4]=1;c[5]=0;c[6]=0;c[7]=0;c[8]=1;return c};PIXI.mat3.identity=function(c){c[0]=1;c[1]=0;c[2]=0;c[3]=0;c[4]=1;c[5]=0;c[6]=0;c[7]=0;c[8]=1;return c};PIXI.mat4={};PIXI.mat4.create=function(){var c=new PIXI.Matrix(16);c[0]=1;c[1]=0;c[2]=0;c[3]=0;c[4]=0;c[5]=1;c[6]=0;c[7]=0;c[8]=0;c[9]=0;c[10]=1;c[11]=0;c[12]=0;c[13]=0;c[14]=0;c[15]=1;return c};PIXI.mat3.multiply=function(t,j,k){if(!k){k=t}var 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PIXI.Matrix(16);c[0]=1;c[1]=0;c[2]=0;c[3]=0;c[4]=0;c[5]=1;c[6]=0;c[7]=0;c[8]=0;c[9]=0;c[10]=1;c[11]=0;c[12]=0;c[13]=0;c[14]=0;c[15]=1;return c};PIXI.mat4.transpose=function(f,e){if(!e||f===e){var k=f[1],i=f[2],h=f[3],c=f[6],j=f[7],d=f[11];f[1]=f[4];f[2]=f[8];f[3]=f[12];f[4]=k;f[6]=f[9];f[7]=f[13];f[8]=i;f[9]=c;f[11]=f[14];f[12]=h;f[13]=j;f[14]=d;return f}e[0]=f[0];e[1]=f[4];e[2]=f[8];e[3]=f[12];e[4]=f[1];e[5]=f[5];e[6]=f[9];e[7]=f[13];e[8]=f[2];e[9]=f[6];e[10]=f[10];e[11]=f[14];e[12]=f[3];e[13]=f[7];e[14]=f[11];e[15]=f[15];return e};PIXI.mat4.multiply=function(s,k,m){if(!m){m=s}var A=s[0],z=s[1],v=s[2],t=s[3];var j=s[4],h=s[5],e=s[6],c=s[7];var q=s[8],p=s[9],o=s[10],n=s[11];var C=s[12],B=s[13],w=s[14],u=s[15];var l=k[0],i=k[1],f=k[2],d=k[3];m[0]=l*A+i*j+f*q+d*C;m[1]=l*z+i*h+f*p+d*B;m[2]=l*v+i*e+f*o+d*w;m[3]=l*t+i*c+f*n+d*u;l=k[4];i=k[5];f=k[6];d=k[7];m[4]=l*A+i*j+f*q+d*C;m[5]=l*z+i*h+f*p+d*B;m[6]=l*v+i*e+f*o+d*w;m[7]=l*t+i*c+f*n+d*u;l=k[8];i=k[9];f=k[10];d=k[11];m[8]=l*A+i*j+f*q+d*C;m[9]=l*z+i*h+f*p+d*B;m[10]=l*v+i*e+f*o+d*w;m[11]=l*t+i*c+f*n+d*u;l=k[12];i=k[13];f=k[14];d=k[15];m[12]=l*A+i*j+f*q+d*C;m[13]=l*z+i*h+f*p+d*B;m[14]=l*v+i*e+f*o+d*w;m[15]=l*t+i*c+f*n+d*u;return m};PIXI.Point=function(c,d){this.x=c||0;this.y=d||0};PIXI.Point.prototype.clone=function(){return new PIXI.Point(this.x,this.y)};PIXI.Point.prototype.constructor=PIXI.Point;PIXI.Rectangle=function(d,f,e,c){this.x=d||0;this.y=f||0;this.width=e||0;this.height=c||0};PIXI.Rectangle.prototype.clone=function(){return new PIXI.Rectangle(this.x,this.y,this.width,this.height)};PIXI.Rectangle.prototype.contains=function(c,f){if(this.width<=0||this.height<=0){return false}var d=this.x;if(c>=d&&c<=d+this.width){var e=this.y;if(f>=e&&f<=e+this.height){return true}}return false};PIXI.Rectangle.prototype.constructor=PIXI.Rectangle;PIXI.DisplayObject=function(){this.last=this;this.first=this;this.position=new PIXI.Point();this.scale=new PIXI.Point(1,1);this.pivot=new PIXI.Point(0,0);this.rotation=0;this.alpha=1;this.visible=true;this.hitArea=null;this.buttonMode=false;this.renderable=false;this.parent=null;this.stage=null;this.worldAlpha=1;this._interactiLine truncated
|
||||
var PIXI=PIXI||{};var Phaser=Phaser||{VERSION:"1.0.0",GAMES:[],AUTO:0,CANVAS:1,WEBGL:2};PIXI.InteractionManager=function(b){};Phaser.Utils={pad:function(g,b,f,c){if(typeof(b)=="undefined"){var b=0}if(typeof(f)=="undefined"){var f=" "}if(typeof(c)=="undefined"){var c=3}if(b+1>=g.length){switch(c){case 1:g=Array(b+1-g.length).join(f)+g;break;case 3:var d=Math.ceil((padlen=b-g.length)/2);var e=padlen-d;g=Array(e+1).join(f)+g+Array(d+1).join(f);break;default:g=g+Array(b+1-g.length).join(f);break}}return g},isPlainObject:function(c){if(typeof(c)!=="object"||c.nodeType||c===c.window){return false}try{if(c.constructor&&!hasOwn.call(c.constructor.prototype,"isPrototypeOf")){return false}}catch(b){return false}return true},extend:function(){var l,d,b,c,h,j,g=arguments[0]||{},f=1,e=arguments.length,k=false;if(typeof g==="boolean"){k=g;g=arguments[1]||{};f=2}if(e===f){g=this;--f}for(;f<e;f++){if((l=arguments[f])!=null){for(d in l){b=g[d];c=l[d];if(g===c){continue}if(k&&c&&(Phaser.Utils.isPlainObject(c)||(h=Array.isArray(c)))){if(h){h=false;j=b&&Array.isArray(b)?b:[]}else{j=b&&Phaser.Utils.isPlainObject(b)?b:{}}g[d]=extend(k,j,c)}else{if(c!==undefined){g[d]=c}}}}}return g}};function HEXtoRGB(b){return[(b>>16&255)/255,(b>>8&255)/255,(b&255)/255]}if(typeof Function.prototype.bind!="function"){Function.prototype.bind=(function(){var b=Array.prototype.slice;return function(c){var f=this,g=b.call(arguments,1);if(typeof f!="function"){throw new TypeError()}function d(){var h=g.concat(b.call(arguments));f.apply(this instanceof d?this:c,h)}d.prototype=(function e(h){h&&(e.prototype=h);if(!(this instanceof e)){return new e}})(f.prototype);return d}})()}function determineMatrixArrayType(){PIXI.Matrix=(typeof Float32Array!=="undefined")?Float32Array:Array;return PIXI.Matrix}determineMatrixArrayType();PIXI.mat3={};PIXI.mat3.create=function(){var b=new PIXI.Matrix(9);b[0]=1;b[1]=0;b[2]=0;b[3]=0;b[4]=1;b[5]=0;b[6]=0;b[7]=0;b[8]=1;return b};PIXI.mat3.identity=function(b){b[0]=1;b[1]=0;b[2]=0;b[3]=0;b[4]=1;b[5]=0;b[6]=0;b[7]=0;b[8]=1;return b};PIXI.mat4={};PIXI.mat4.create=function(){var b=new PIXI.Matrix(16);b[0]=1;b[1]=0;b[2]=0;b[3]=0;b[4]=0;b[5]=1;b[6]=0;b[7]=0;b[8]=0;b[9]=0;b[10]=1;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return b};PIXI.mat3.multiply=function(q,h,i){if(!i){i=q}var v=q[0],u=q[1],t=q[2],g=q[3],f=q[4],e=q[5],o=q[6],n=q[7],m=q[8],l=h[0],k=h[1],j=h[2],s=h[3],r=h[4],p=h[5],d=h[6],c=h[7],b=h[8];i[0]=l*v+k*g+j*o;i[1]=l*u+k*f+j*n;i[2]=l*t+k*e+j*m;i[3]=s*v+r*g+p*o;i[4]=s*u+r*f+p*n;i[5]=s*t+r*e+p*m;i[6]=d*v+c*g+b*o;i[7]=d*u+c*f+b*n;i[8]=d*t+c*e+b*m;return i};PIXI.mat3.clone=function(c){var b=new PIXI.Matrix(9);b[0]=c[0];b[1]=c[1];b[2]=c[2];b[3]=c[3];b[4]=c[4];b[5]=c[5];b[6]=c[6];b[7]=c[7];b[8]=c[8];return b};PIXI.mat3.transpose=function(d,c){if(!c||d===c){var f=d[1],e=d[2],b=d[5];d[1]=d[3];d[2]=d[6];d[3]=f;d[5]=d[7];d[6]=e;d[7]=b;return d}c[0]=d[0];c[1]=d[3];c[2]=d[6];c[3]=d[1];c[4]=d[4];c[5]=d[7];c[6]=d[2];c[7]=d[5];c[8]=d[8];return c};PIXI.mat3.toMat4=function(c,b){if(!b){b=PIXI.mat4.create()}b[15]=1;b[14]=0;b[13]=0;b[12]=0;b[11]=0;b[10]=c[8];b[9]=c[7];b[8]=c[6];b[7]=0;b[6]=c[5];b[5]=c[4];b[4]=c[3];b[3]=0;b[2]=c[2];b[1]=c[1];b[0]=c[0];return b};PIXI.mat4.create=function(){var b=new PIXI.Matrix(16);b[0]=1;b[1]=0;b[2]=0;b[3]=0;b[4]=0;b[5]=1;b[6]=0;b[7]=0;b[8]=0;b[9]=0;b[10]=1;b[11]=0;b[12]=0;b[13]=0;b[14]=0;b[15]=1;return b};PIXI.mat4.transpose=function(e,d){if(!d||e===d){var i=e[1],g=e[2],f=e[3],b=e[6],h=e[7],c=e[11];e[1]=e[4];e[2]=e[8];e[3]=e[12];e[4]=i;e[6]=e[9];e[7]=e[13];e[8]=g;e[9]=b;e[11]=e[14];e[12]=f;e[13]=h;e[14]=c;return e}d[0]=e[0];d[1]=e[4];d[2]=e[8];d[3]=e[12];d[4]=e[1];d[5]=e[5];d[6]=e[9];d[7]=e[13];d[8]=e[2];d[9]=e[6];d[10]=e[10];d[11]=e[14];d[12]=e[3];d[13]=e[7];d[14]=e[11];d[15]=e[15];return d};PIXI.mat4.multiply=function(p,i,k){if(!k){k=p}var v=p[0],u=p[1],s=p[2],q=p[3];var h=p[4],f=p[5],d=p[6],b=p[7];var o=p[8],n=p[9],m=p[10],l=p[11];var z=p[12],w=p[13],t=p[14],r=p[15];var j=i[0],g=i[1],e=i[2],c=i[3];k[0]=j*v+g*h+e*o+c*z;k[1]=j*u+g*f+e*n+c*w;k[2]=j*s+g*d+e*m+c*t;k[3]=j*q+g*b+e*l+c*r;j=i[4];g=i[5];e=i[6];c=i[7];k[4]=j*v+g*h+e*o+c*z;k[5]=j*u+g*f+e*n+c*w;k[6]=j*s+g*d+e*m+c*t;k[7]=j*q+g*b+e*l+c*r;j=i[8];g=i[9];e=i[10];c=i[11];k[8]=j*v+g*h+e*o+c*z;k[9]=j*u+g*f+e*n+c*w;k[10]=j*s+g*d+e*m+c*t;k[11]=j*q+g*b+e*l+c*r;j=i[12];g=i[13];e=i[14];c=i[15];k[12]=j*v+g*h+e*o+c*z;k[13]=j*u+g*f+e*n+c*w;k[14]=j*s+g*d+e*m+c*t;k[15]=j*q+g*b+e*l+c*r;return k};PIXI.Point=function(b,c){this.x=b||0;this.y=c||0};PIXI.Point.prototype.clone=function(){return new PIXI.Point(this.x,this.y)};PIXI.Point.prototype.constructor=PIXI.Point;PIXI.Rectangle=function(c,e,d,b){this.x=c||0;this.y=e||0;this.width=d||0;this.height=b||0};PIXI.Rectangle.prototype.clone=function(){return new PIXI.Rectangle(this.x,this.y,this.width,this.height)};PIXI.Rectangle.prototype.contains=function(b,e){if(this.width<=0||this.height<=0){return false}var c=this.x;if(b>=c&&b<=c+this.width){var d=this.y;if(e>=d&&e<=d+this.height){return true}}return false};PIXI.RectanglLine truncated
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+5475
-3218
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Load diff
+4
-4
@@ -1,6 +1,6 @@
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<?php
|
||||
// All JS files in build order.
|
||||
// Much easier for debugging
|
||||
// All JS files in build order. Much easier for debugging
|
||||
// <xscript src="../src/pixi/extras/Spine.js"></script> <xscript src="../src/pixi/display/MovieClip.js"></script>
|
||||
?>
|
||||
<script src="../src/Intro.js"></script>
|
||||
<script src="../src/pixi/Pixi.js"></script>
|
||||
@@ -13,12 +13,12 @@
|
||||
<script src="../src/pixi/display/DisplayObject.js"></script>
|
||||
<script src="../src/pixi/display/DisplayObjectContainer.js"></script>
|
||||
<script src="../src/pixi/display/Sprite.js"></script>
|
||||
<script src="../src/pixi/display/MovieClip.js"></script>
|
||||
|
||||
<script src="../src/pixi/display/Stage.js"></script>
|
||||
<script src="../src/pixi/extras/CustomRenderable.js"></script>
|
||||
<script src="../src/pixi/extras/Strip.js"></script>
|
||||
<script src="../src/pixi/extras/Rope.js"></script>
|
||||
<script src="../src/pixi/extras/Spine.js"></script>
|
||||
|
||||
<script src="../src/pixi/extras/TilingSprite.js"></script>
|
||||
<script src="../src/pixi/filters/FilterBlock.js"></script>
|
||||
<script src="../src/pixi/filters/MaskFilter.js"></script>
|
||||
|
||||
@@ -0,0 +1,92 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - a new beginning</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(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() {
|
||||
|
||||
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.image('player', 'assets/sprites/phaser-dude.png');
|
||||
|
||||
}
|
||||
|
||||
var map;
|
||||
var p;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#787878';
|
||||
|
||||
map = game.add.tilemap(0, 0, 'mario');
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
map.collide(p);
|
||||
|
||||
p.body.velocity.x = 0;
|
||||
p.body.acceleration.y = 250;
|
||||
|
||||
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))
|
||||
{
|
||||
p.body.velocity.x = 150;
|
||||
}
|
||||
|
||||
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
|
||||
{
|
||||
if (p.body.touching.down)
|
||||
{
|
||||
p.body.velocity.y = -200;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function render() {
|
||||
|
||||
game.debug.renderSpriteCorners(p);
|
||||
game.debug.renderSpriteCollision(p, 32, 320);
|
||||
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -0,0 +1,48 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - Super Mario Combo</title>
|
||||
<script src="phaser-min.js"></script>
|
||||
<style type="text/css">
|
||||
body: {
|
||||
margin: 0;
|
||||
}
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('nes', 'gfx/mario1.png', 'gfx/mario1.json', null, Phaser.Tilemap.JSON);
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game.load.tilemap('snes', 'gfx/smb_tiles.png', 'gfx/smb_level1.json', null, Phaser.Tilemap.JSON);
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}
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function create() {
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game.stage.backgroundColor = '#5c94fc';
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game.add.tilemap(0, 0, 'nes');
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game.add.tilemap(0, 168, 'snes');
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game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
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game.input.onDown.add(goFull, this);
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}
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function goFull() {
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game.stage.scale.startFullScreen();
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}
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})();
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</script>
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</body>
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</html>
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|
||||
"imagewidth":176,
|
||||
"margin":0,
|
||||
"name":"super_mario_world-1_yoshis_island-yoshis_island_1(105-map)_bank.png",
|
||||
"properties":
|
||||
{
|
||||
|
||||
},
|
||||
"spacing":0,
|
||||
"tileheight":16,
|
||||
"tilewidth":16
|
||||
}],
|
||||
"tilewidth":16,
|
||||
"version":1,
|
||||
"width":320
|
||||
}
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 3.7 KiB |
@@ -0,0 +1,65 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<meta charset="UTF-8" />
|
||||
<title>phaser.js - Super Mario Combo</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 });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.image('phaser', 'assets/phaser.png');
|
||||
game.load.tilemap('nes', 'assets/mario1.png', 'assets/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.tilemap('snes', 'assets/smb_tiles.png', 'assets/smb_level1.json', null, Phaser.Tilemap.JSON);
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#5c94fc';
|
||||
|
||||
game.add.tilemap(0, 0, 'nes');
|
||||
game.add.tilemap(0, 168, 'snes');
|
||||
|
||||
var logo = game.add.sprite(688, 8, 'phaser');
|
||||
logo.scrollFactor.setTo(0, 0);
|
||||
|
||||
game.add.tween(game.camera).to( { x: 4320 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
game.input.onDown.add(goFull, this);
|
||||
|
||||
}
|
||||
|
||||
function goFull() {
|
||||
game.stage.scale.startFullScreen();
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
<p>Potential game idea here? :)</p>
|
||||
<p>Click game to full-screen (if supported)</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>
|
||||
@@ -0,0 +1,45 @@
|
||||
<!DOCTYPE HTML>
|
||||
<html>
|
||||
<head>
|
||||
<title>phaser.js - Super Mario Combo</title>
|
||||
<?php
|
||||
require('js.php');
|
||||
?>
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
(function () {
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('nes', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
|
||||
game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON);
|
||||
|
||||
}
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#5c94fc';
|
||||
|
||||
game.add.tilemap(0, 0, 'nes');
|
||||
game.add.tilemap(0, 168, 'snes');
|
||||
|
||||
game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);
|
||||
|
||||
game.input.onDown.add(goFull, this);
|
||||
|
||||
}
|
||||
|
||||
function goFull() {
|
||||
game.stage.scale.startFullScreen();
|
||||
}
|
||||
|
||||
})();
|
||||
</script>
|
||||
|
||||
</body>
|
||||
</html>
|
||||
@@ -110,7 +110,7 @@ Phaser.GameObjectFactory.prototype = {
|
||||
|
||||
tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
|
||||
|
||||
return this.world.group.add(new Phaser.Tilemap(this.game, key, resizeWorld, tileWidth, tileHeight));
|
||||
return this.world.group.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
|
||||
|
||||
},
|
||||
|
||||
|
||||
+4
-2
@@ -440,7 +440,8 @@ Phaser.Math = {
|
||||
|
||||
for (var i = 1, max = 0, len = arguments.length; i < len; i++)
|
||||
{
|
||||
if (arguments[max] < arguments[i]) {
|
||||
if (arguments[max] < arguments[i])
|
||||
{
|
||||
max = i;
|
||||
}
|
||||
}
|
||||
@@ -459,7 +460,8 @@ Phaser.Math = {
|
||||
|
||||
for (var i =1 , min = 0, len = arguments.length; i < len; i++)
|
||||
{
|
||||
if (arguments[i] < arguments[min]){
|
||||
if (arguments[i] < arguments[min])
|
||||
{
|
||||
min = i;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -424,6 +424,204 @@ Phaser.Physics.Arcade.prototype = {
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The core Collision separation function used by Collision.overlap.
|
||||
* @param object1 The first GameObject to separate
|
||||
* @param object2 The second GameObject to separate
|
||||
* @returns {boolean} Returns true if the objects were separated, otherwise false.
|
||||
*/
|
||||
separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) {
|
||||
|
||||
// Yes, the Y first
|
||||
var separatedY = this.separateTileY(object.body, x, y, width, height, mass, collideUp, collideDown, separateY);
|
||||
var separatedX = this.separateTileX(object.body, x, y, width, height, mass, collideLeft, collideRight, separateX);
|
||||
|
||||
if (separatedX || separatedY)
|
||||
{
|
||||
object.body.postUpdate();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// First, get the object delta
|
||||
this._overlap = 0;
|
||||
|
||||
// console.log('separatedX', x, y, object.deltaX());
|
||||
|
||||
if (object.deltaX() != 0)
|
||||
{
|
||||
this._obj1Bounds.setTo(object.x, object.y, object.width, object.height);
|
||||
|
||||
if ((this._obj1Bounds.right > x) && (this._obj1Bounds.x < x + width) && (this._obj1Bounds.bottom > y) && (this._obj1Bounds.y < y + height))
|
||||
{
|
||||
// The hulls overlap, let's process it
|
||||
this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
|
||||
|
||||
// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
|
||||
// in which case we didn't ought to separate because it'll look like tunneling
|
||||
|
||||
if (object.deltaX() < 0)
|
||||
{
|
||||
// Going left ...
|
||||
this._overlap = object.x - width - x;
|
||||
|
||||
if (object.allowCollision.left && collideLeft && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.left = true;
|
||||
// console.log('left', this._overlap);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going right ...
|
||||
this._overlap = object.right - x;
|
||||
|
||||
if (object.allowCollision.right && collideRight && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.right = true;
|
||||
// console.log('right', this._overlap);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
object.x = object.x - this._overlap;
|
||||
|
||||
if (object.bounce.x == 0)
|
||||
{
|
||||
object.velocity.x = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.x = -object.velocity.x * object.bounce.x;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// First, get the object delta
|
||||
this._overlap = 0;
|
||||
|
||||
if (object.deltaY() != 0)
|
||||
{
|
||||
this._obj1Bounds.setTo(object.x, object.y, object.width, object.height);
|
||||
|
||||
if ((this._obj1Bounds.right > x) && (this._obj1Bounds.x < x + width) && (this._obj1Bounds.bottom > y) && (this._obj1Bounds.y < y + height))
|
||||
{
|
||||
// The hulls overlap, let's process it
|
||||
|
||||
// Not currently used, may need it so keep for now
|
||||
this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
|
||||
|
||||
// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
|
||||
// in which case we didn't ought to separate because it'll look like tunneling
|
||||
|
||||
if (object.deltaY() > 0)
|
||||
{
|
||||
// Going down ...
|
||||
this._overlap = object.bottom - y;
|
||||
|
||||
if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.down = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going up ...
|
||||
this._overlap = object.y - height - y;
|
||||
|
||||
if (object.allowCollision.up && collideUp && this._overlap < this._maxOverlap)
|
||||
{
|
||||
object.touching.up = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Then adjust their positions and velocities accordingly (if there was any overlap)
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
object.y = object.y - this._overlap;
|
||||
|
||||
if (object.bounce.y == 0)
|
||||
{
|
||||
object.velocity.y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.y = -object.velocity.y * object.bounce.y;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Given the angle and speed calculate the velocity and return it as a Point
|
||||
*
|
||||
|
||||
@@ -122,6 +122,19 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
|
||||
},
|
||||
|
||||
postUpdate: function () {
|
||||
|
||||
this.sprite.x = this.x;
|
||||
this.sprite.y = this.y;
|
||||
|
||||
if (this.allowRotation)
|
||||
{
|
||||
this.sprite.angle = this.rotation;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/*
|
||||
postUpdate: function () {
|
||||
|
||||
// this.sprite.x = this.x - this.offset.x + (this.sprite.anchor.x * this.width);
|
||||
@@ -136,6 +149,7 @@ Phaser.Physics.Arcade.Body.prototype = {
|
||||
}
|
||||
|
||||
},
|
||||
*/
|
||||
|
||||
checkWorldBounds: function () {
|
||||
|
||||
|
||||
+10
-9
@@ -17,7 +17,7 @@
|
||||
* @param tileWidth {number} Width of tiles in this map (used for CSV maps).
|
||||
* @param tileHeight {number} Height of tiles in this map (used for CSV maps).
|
||||
*/
|
||||
Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
|
||||
Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
|
||||
|
||||
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
|
||||
if (typeof tileWidth === "undefined") { tileWidth = 0; }
|
||||
@@ -47,8 +47,9 @@ Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
|
||||
|
||||
var map = this.game.cache.getTilemap(key);
|
||||
|
||||
// this._container = new PIXI.DisplayObjectContainer();
|
||||
PIXI.DisplayObjectContainer.call(this);
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
|
||||
this.renderer = new Phaser.TilemapRenderer(this.game);
|
||||
|
||||
@@ -208,16 +209,16 @@ Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
|
||||
* @param separateX {bool} Enable seprate at x-axis.
|
||||
* @param separateY {bool} Enable seprate at y-axis.
|
||||
*/
|
||||
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) {
|
||||
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
|
||||
|
||||
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
|
||||
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
|
||||
if (typeof separateX === "undefined") { separateX = true; }
|
||||
if (typeof separateY === "undefined") { separateY = true; }
|
||||
|
||||
for (var i = start; i < end; i++)
|
||||
{
|
||||
this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
|
||||
//setCollision: function (left, right, up, down, reset, separateX, separateY) {
|
||||
this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
|
||||
}
|
||||
|
||||
};
|
||||
@@ -343,13 +344,13 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
|
||||
}
|
||||
|
||||
// Group?
|
||||
if (objectOrGroup.isGroup == false)
|
||||
if (objectOrGroup instanceof Phaser.Group)
|
||||
{
|
||||
this.collideGameObject(objectOrGroup);
|
||||
// objectOrGroup.forEachAlive(this, this.collideGameObject, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
|
||||
this.collideGameObject(objectOrGroup);
|
||||
}
|
||||
|
||||
};
|
||||
@@ -361,7 +362,7 @@ Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
|
||||
*/
|
||||
Phaser.Tilemap.prototype.collideGameObject = function (object) {
|
||||
|
||||
if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE)
|
||||
if (object.exists && object.body.allowCollision.none == false)
|
||||
{
|
||||
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
|
||||
|
||||
|
||||
+11
-12
@@ -306,31 +306,30 @@ Phaser.TilemapLayer.prototype = {
|
||||
getTileOverlaps: function (object) {
|
||||
|
||||
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
|
||||
if (object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels)
|
||||
if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// What tiles do we need to check against?
|
||||
this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
|
||||
this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
|
||||
this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
|
||||
this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
|
||||
this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
|
||||
this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
|
||||
this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
|
||||
this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
|
||||
|
||||
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
|
||||
this._tempBlockResults = [];
|
||||
|
||||
this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
|
||||
|
||||
/*
|
||||
for (var r = 0; r < this._tempTileBlock.length; r++)
|
||||
{
|
||||
if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
|
||||
{
|
||||
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
|
||||
// separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
|
||||
if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
|
||||
{
|
||||
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
return this._tempBlockResults;
|
||||
|
||||
@@ -377,7 +376,7 @@ Phaser.TilemapLayer.prototype = {
|
||||
if (collisionOnly)
|
||||
{
|
||||
// We only want to consider the tile for checking if you can actually collide with it
|
||||
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Types.NONE)
|
||||
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
|
||||
{
|
||||
this._tempTileBlock.push({
|
||||
x: tx,
|
||||
|
||||
@@ -162,6 +162,8 @@ Phaser.Time = function (game) {
|
||||
this.game.onPause.add(this.gamePaused, this);
|
||||
this.game.onResume.add(this.gameResumed, this);
|
||||
|
||||
this._justResumed = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Time.prototype = {
|
||||
@@ -212,6 +214,18 @@ Phaser.Time.prototype = {
|
||||
this.pausedTime = this.now - this._pauseStarted;
|
||||
}
|
||||
|
||||
if (this._justResumed)
|
||||
{
|
||||
console.log('Time just resumed');
|
||||
console.log('now', this.now);
|
||||
console.log('timeToCall', this.timeToCall);
|
||||
console.log('elapsed', this.elapsed);
|
||||
console.log('lastTime', this.lastTime);
|
||||
console.log('physicsElapsed', this.physicsElapsed);
|
||||
|
||||
this._justResumed = false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -221,6 +235,12 @@ Phaser.Time.prototype = {
|
||||
*/
|
||||
gamePaused: function () {
|
||||
this._pauseStarted = this.now;
|
||||
console.log('Time paused');
|
||||
console.log('now', this.now);
|
||||
console.log('timeToCall', this.timeToCall);
|
||||
console.log('elapsed', this.elapsed);
|
||||
console.log('lastTime', this.lastTime);
|
||||
console.log('physicsElapsed', this.physicsElapsed);
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -235,6 +255,8 @@ Phaser.Time.prototype = {
|
||||
this.physicsElapsed = 0;
|
||||
this.pauseDuration = this.pausedTime;
|
||||
|
||||
this._justResumed = true;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
||||
@@ -312,6 +312,22 @@ Phaser.Utils.Debug.prototype = {
|
||||
|
||||
},
|
||||
|
||||
renderSpriteCollision: function (sprite, x, y, color) {
|
||||
|
||||
color = color || 'rgb(255,255,255)';
|
||||
|
||||
this.start(x, y, color);
|
||||
this.line('Sprite Collision: (' + sprite.width + ' x ' + sprite.height + ')');
|
||||
this.line('left: ' + sprite.body.touching.left);
|
||||
this.line('right: ' + sprite.body.touching.right);
|
||||
this.line('up: ' + sprite.body.touching.up);
|
||||
this.line('down: ' + sprite.body.touching.down);
|
||||
this.line('velocity.x: ' + sprite.body.velocity.x);
|
||||
this.line('velocity.y: ' + sprite.body.velocity.y);
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Render debug information about the Input object.
|
||||
* @param x {number} X position of the debug info to be rendered.
|
||||
|
||||
Reference in new issue
Block a user