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https://github.com/wassname/phaser.git
synced 2026-07-11 00:40:20 +08:00
Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use.
This commit is contained in:
@@ -13,12 +13,14 @@
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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game.load.image('mushroom', 'assets/sprites/mushroom2.png');
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game.load.image('flectrum', 'assets/sprites/flectrum.png');
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}
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var testGroup;
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var sprite1;
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var sprite2;
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var sprite3;
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function create() {
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@@ -61,6 +63,9 @@
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sprite2 = game.add.sprite(-100, 150, 'mushroom');
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sprite2.name = 'mushroom';
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sprite3 = game.add.sprite(-200, 150, 'flectrum');
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sprite3.name = 'tall';
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testGroup.x = -600;
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testGroup.y = 200;
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@@ -88,6 +93,8 @@
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game.physics.collide(sprite1, sprite2, collisionHandler, null, this);
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// sprite3.angle += 0.5;
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}
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function collisionHandler (obj1, obj2) {
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@@ -110,6 +117,7 @@
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game.debug.renderSpriteBody(sprite1);
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game.debug.renderSpriteBody(sprite2);
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game.debug.renderSpriteBody(sprite3);
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game.debug.renderGroupInfo(testGroup, 500, 500);
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game.debug.renderPixel(testGroup.x, testGroup.y, 'rgb(255,255,0)');
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+3
-2
@@ -114,9 +114,10 @@
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<script src="../src/particles/arcade/ArcadeParticles.js"></script>
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<script src="../src/particles/arcade/Emitter.js"></script>
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<script src="../src/tilemap/Tile.js"></script>
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<script src="../src/tilemap/Tilemap.js"></script>
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<script src="../src/tilemap/TilemapLayer.js"></script>
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<script src="../src/tilemap/Tile.js"></script>
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<script src="../src/tilemap/TilemapRenderer.js"></script>
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<script src="../src/tilemap/TilemapParser.js"></script>
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<script src="../src/tilemap/Tileset.js"></script>
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<script src="../src/PixiPatch.js"></script>
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@@ -0,0 +1,74 @@
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<?php
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$title = "Tilemap Layer WIP #1";
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require('../head.php');
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?>
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<script type="text/javascript">
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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// game.load.image('snes', 'assets/maps/smb_tiles.png');
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// game.load.tilemap('nes', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON);
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// game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON);
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// Just loads the level data and specifies the format
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// game.load.tilemap('marioLevel1', 'assets/maps/smb_level1.json', Phaser.Tilemap.JSON);
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// What about passing in a JSON object though? Need that too. But a CSV would look like a 'string', not an object - how to tell apart from URL?
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// game.load.tilemap('marioLevel1', SMB_LEVEL_JSON, Phaser.Tilemap.JSON);
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// Exactly the same as loading a sprite sheet :)
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game.load.tileset('marioLevel1', 'assets/maps/smb_tiles.png', 32, 32);
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}
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var layer;
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function create() {
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game.stage.backgroundColor = '#3d3d3d';
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layer = new Phaser.TilemapLayer(game, 0, 0, 500, 500, [], 'snes');
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// layer = new Phaser.TilemapLayer(game, 0, 0, 500, 500);
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// layer.load(mapData, tileset);
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// layer.create(mapWidth, mapHeight, [tileset]);
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// layer.updateTileset(key); // can change on the fly
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layer.context.fillStyle = 'rgb(255,0,0)';
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layer.context.fillRect(0, 0, 200, 300);
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game.world._container.addChild(layer.sprite);
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layer.create(10, 10);
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layer.putTile(2, 2, 1);
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layer.putTile(3, 2, 1);
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layer.putTile(4, 2, 1);
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layer.putTile(5, 2, 1);
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layer.putTile(4, 6, 1);
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layer.dump();
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}
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function update() {
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}
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function render() {
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}
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -5,15 +5,14 @@
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<script type="text/javascript">
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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var p;
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var p, tween, button, flag = false;
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function preload() {
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game.load.image('diamond', 'assets/sprites/diamond.png');
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game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
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}
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@@ -23,13 +22,30 @@
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p = game.add.sprite(100, 100, 'diamond');
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game.add.tween(p).to({ x: 600 }, 2000, Phaser.Easing.Linear.None, true)
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tween = game.add.tween(p).to({ x: 600 }, 2000, Phaser.Easing.Linear.None)
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.to({ y: 300 }, 1000, Phaser.Easing.Linear.None)
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.to({ x: 100 }, 2000, Phaser.Easing.Linear.None)
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.to({ y: 100 }, 1000, Phaser.Easing.Linear.None)
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.loop();
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.loop()
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.start();
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button = game.add.button(game.world.centerX, 400, 'button', actionOnClick, this, 2, 1, 0);
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}
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function actionOnClick() {
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if (flag) {
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console.log('started');
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tween.start();
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}
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else {
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console.log('stopped');
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tween.stop();
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}
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flag = !flag;
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}
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</script>
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