Added the GameObjectManager

This commit is contained in:
Richard Davey
2013-05-23 00:01:58 +01:00
parent e2141c91a6
commit bd54460e80
54 changed files with 9378 additions and 2521 deletions
+6 -5
View File
@@ -16,7 +16,8 @@
myGame.loader.load();
}
var CACTUS = 31;
var SIGN_POST = 46;
var map: Phaser.Tilemap;
var car: Phaser.Sprite;
var tile: Phaser.Tile;
@@ -28,10 +29,10 @@
// When the car collides with the cactus tile we'll flash the screen red briefly,
// but it won't stop the car (the separateX/Y values are set to false)
map.setCollisionByIndex([31], Phaser.Collision.ANY, true, false, false);
map.setCollisionByIndex([CACTUS], Phaser.Collision.ANY, true, false, false);
// When the car collides with the sign post tile we'll stop the car moving (separation is set to true)
map.setCollisionByIndex([46], Phaser.Collision.ANY, true, true, true);
map.setCollisionByIndex([SIGN_POST], Phaser.Collision.ANY, true, true, true);
// This is the callback that will be called every time map.collide() returns true
map.collisionCallback = collide;
@@ -79,12 +80,12 @@
// collisionData is an array containing all of the tiles the object overlapped with (can be more than 1)
for (var i = 0; i < collisionData.length; i++)
{
if (collisionData[i].tile.index == 31)
if (collisionData[i].tile.index == CACTUS)
{
console.log('you hit a cactus!');
flash.start(0xff0000, 1);
}
else if (collisionData[i].tile.index == 31)
else if (collisionData[i].tile.index == SIGN_POST)
{
console.log('you hit a sign post!');
}
+18 -16
View File
@@ -11,7 +11,7 @@
myGame.loader.load();
}
var map;
var car;
var ufo;
var tile;
var emitter;
var test;
@@ -19,6 +19,7 @@
map = myGame.createTilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
map.setCollisionRange(21, 53);
map.setCollisionRange(105, 109);
myGame.camera.opaque = true;
myGame.camera.backgroundColor = 'rgb(47,154,204)';
myGame.input.keyboard.addKeyCapture([
Phaser.Keyboard.LEFT,
@@ -26,36 +27,37 @@
Phaser.Keyboard.UP,
Phaser.Keyboard.DOWN
]);
emitter = myGame.createEmitter(32, 80);
emitter.width = 700;
emitter.makeParticles('chunk', 100, false, 1);
emitter.gravity = 200;
emitter.bounce = 0.8;
emitter.start(false, 10, 0.05);
car = myGame.createSprite(250, 64, 'ufo');
car.renderRotation = false;
//emitter = myGame.createEmitter(32, 80);
//emitter.width = 700;
//emitter.makeParticles('chunk', 100, false, 1);
//emitter.gravity = 200;
//emitter.bounce = 0.8;
//emitter.start(false, 10, 0.05);
ufo = myGame.createSprite(250, 64, 'ufo');
ufo.renderDebug = true;
ufo.renderRotation = false;
test = myGame.createSprite(200, 64, 'ufo');
test.elasticity = 1;
test.velocity.x = 50;
test.velocity.y = 100;
car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
ufo.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
}
function update() {
// Collide everything with the map
map.collide();
// And collide everything in the game :)
myGame.collide();
car.velocity.x = 0;
car.velocity.y = 0;
ufo.velocity.x = 0;
ufo.velocity.y = 0;
if(myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
car.velocity.x = -200;
ufo.velocity.x = -200;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
car.velocity.x = 200;
ufo.velocity.x = 200;
}
if(myGame.input.keyboard.isDown(Phaser.Keyboard.UP)) {
car.velocity.y = -200;
ufo.velocity.y = -200;
} else if(myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
car.velocity.y = 200;
ufo.velocity.y = 200;
}
}
})();
+18 -16
View File
@@ -18,7 +18,7 @@
}
var map: Phaser.Tilemap;
var car: Phaser.Sprite;
var ufo: Phaser.Sprite;
var tile: Phaser.Tile;
var emitter: Phaser.Emitter;
var test: Phaser.Sprite;
@@ -29,26 +29,28 @@
map.setCollisionRange(21,53);
map.setCollisionRange(105,109);
myGame.camera.opaque = true;
myGame.camera.backgroundColor = 'rgb(47,154,204)';
myGame.input.keyboard.addKeyCapture([Phaser.Keyboard.LEFT, Phaser.Keyboard.RIGHT, Phaser.Keyboard.UP, Phaser.Keyboard.DOWN]);
emitter = myGame.createEmitter(32, 80);
emitter.width = 700;
emitter.makeParticles('chunk', 100, false, 1);
emitter.gravity = 200;
emitter.bounce = 0.8;
emitter.start(false, 10, 0.05);
//emitter = myGame.createEmitter(32, 80);
//emitter.width = 700;
//emitter.makeParticles('chunk', 100, false, 1);
//emitter.gravity = 200;
//emitter.bounce = 0.8;
//emitter.start(false, 10, 0.05);
car = myGame.createSprite(250, 64, 'ufo');
car.renderRotation = false;
ufo = myGame.createSprite(250, 64, 'ufo');
ufo.renderDebug = true;
ufo.renderRotation = false;
test = myGame.createSprite(200, 64, 'ufo');
test.elasticity = 1;
test.velocity.x = 50;
test.velocity.y = 100;
car.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
ufo.setBounds(0, 0, map.widthInPixels - 32, map.heightInPixels - 32);
}
@@ -60,25 +62,25 @@
// And collide everything in the game :)
myGame.collide();
car.velocity.x = 0;
car.velocity.y = 0;
ufo.velocity.x = 0;
ufo.velocity.y = 0;
if (myGame.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
car.velocity.x = -200;
ufo.velocity.x = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
car.velocity.x = 200;
ufo.velocity.x = 200;
}
if (myGame.input.keyboard.isDown(Phaser.Keyboard.UP))
{
car.velocity.y = -200;
ufo.velocity.y = -200;
}
else if (myGame.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
car.velocity.y = 200;
ufo.velocity.y = 200;
}
}