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Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet.
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@@ -0,0 +1,77 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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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.atlasJSONHash('bot', 'assets/sprites/running_bot.png', 'assets/sprites/running_bot.json');
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}
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var s;
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function create() {
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game.world._stage.backgroundColorString = '#182d3b';
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s = game.add.sprite(game.world.centerX, game.world.centerY, 'bot');
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// s.anchor.setTo(0.5, 0.5);
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// s.body.offset.setTo(0, 0);
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// s.scale.setTo(2, 2);
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s.animations.add('run');
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s.animations.play('run', 10, true);
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}
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function update() {
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s.rotation += 0.01;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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s.x -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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s.x += 4;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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s.y -= 4;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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s.y += 4;
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}
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}
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function render() {
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game.debug.renderSpriteCorners(s, true, true);
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// game.debug.renderRectangle(s.body.bounds, 'rgba(255,0,0,0.3)');
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game.debug.renderSpriteInfo(s, 20, 32);
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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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