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Updated Tilemap classes and further tests.
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@@ -0,0 +1,101 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('map', 'assets/tilemaps/maps/tile_collision_test.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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game.load.image('phaser', 'assets/sprites/arrow.png');
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game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
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}
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var map;
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var layer;
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var sprite;
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var cursors;
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function create() {
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map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('coin');
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map.setCollisionBetween(1, 12);
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map.setTileIndexCallback(26, hitCoin, this);
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map.setTileLocationCallback(2, 0, 1, 1, hitCoin, this);
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layer = map.createLayer('Tile Layer 1');
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layer.debug = true;
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layer.resizeWorld();
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sprite = game.add.sprite(260, 100, 'phaser');
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sprite.anchor.setTo(0.5, 0.5);
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sprite.body.setSize(16, 16, 8, 8);
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// We'll set a lower max angular velocity here to keep it from going totally nuts
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sprite.body.maxAngular = 500;
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// Apply a drag otherwise the sprite will just spin and never slow down
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sprite.body.angularDrag = 50;
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sprite.body.bounce.x = 0.8;
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sprite.body.bounce.y = 0.8;
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game.camera.follow(sprite);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function hitCoin(sprite, tile) {
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tile.tile.alpha = 0.2;
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layer.dirty = true;
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return false;
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}
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function update() {
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game.physics.collide(sprite, layer);
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.body.angularVelocity = 0;
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if (cursors.left.isDown)
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{
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sprite.body.angularVelocity = -300;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.angularVelocity = 300;
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}
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if (cursors.up.isDown)
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{
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game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
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}
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}
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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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}
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