mirror of
https://github.com/wassname/phaser.git
synced 2026-08-12 12:20:38 +08:00
Lots of Tilemap updates, moved the renderer out, added components and new tests.
This commit is contained in:
@@ -217,6 +217,22 @@
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<Content Include="sprites\origin 5.js">
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<DependentUpon>origin 5.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="tilemaps\csv tilemap.ts" />
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<Content Include="tilemaps\csv tilemap.js">
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<DependentUpon>csv tilemap.ts</DependentUpon>
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</Content>
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<TypeScriptCompile Include="tilemaps\tiled tilemap.ts" />
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<TypeScriptCompile Include="tilemaps\tiled layers.ts" />
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<TypeScriptCompile Include="tilemaps\map draw.ts" />
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<Content Include="tilemaps\map draw.js">
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<DependentUpon>map draw.ts</DependentUpon>
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</Content>
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<Content Include="tilemaps\tiled layers.js">
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<DependentUpon>tiled layers.ts</DependentUpon>
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</Content>
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<Content Include="tilemaps\tiled tilemap.js">
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<DependentUpon>tiled tilemap.ts</DependentUpon>
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</Content>
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<Content Include="tweens\tween loop 1.js">
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<DependentUpon>tween loop 1.ts</DependentUpon>
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</Content>
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+563
-497
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,8 @@
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, null, render);
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function init() {
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// Using Phasers asset loader we load up a PNG from the assets folder
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game.load.image('atari', 'assets/sprites/atari130xe.png');
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game.load.image('ball', 'assets/sprites/shinyball.png');
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game.load.start();
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@@ -8,10 +10,21 @@
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var atari;
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var ball;
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function create() {
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// Add some gravity to the world, otherwise nothing will actually happen
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game.physics.gravity.setTo(0, 5);
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// We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces
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atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
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//atari.rotation = 10;
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//atari.body.transform.setRotation(1);
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atari.body.angle = 1;
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// atari = 220px width (110 = center x)
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// ball = 32px width (16 = center x)
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// Ball will be a dynamic body and fall based on gravity
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ball = game.add.physicsSprite(300 - 20, 0, 'ball');
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}
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ball.body.angle = 1;
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//ball.body.transform.setRotation(1);
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//ball.body.fixedRotation = true;
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}
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function render() {
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Phaser.DebugUtils.renderPhysicsBodyInfo(atari.body, 32, 32);
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Phaser.DebugUtils.renderPhysicsBodyInfo(ball.body, 320, 32);
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@@ -23,12 +23,18 @@
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// We'll make the atari sprite a static body, so it won't be influenced by gravity or other forces
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atari = game.add.physicsSprite(300, 450, 'atari', null, Phaser.Types.BODY_STATIC);
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//atari.rotation = 10;
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//atari.body.transform.setRotation(1);
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atari.body.angle = 1;
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// atari = 220px width (110 = center x)
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// ball = 32px width (16 = center x)
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// Ball will be a dynamic body and fall based on gravity
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ball = game.add.physicsSprite(300-20, 0, 'ball');
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ball.body.angle = 1;
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//ball.body.transform.setRotation(1);
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//ball.body.fixedRotation = true;
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}
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@@ -0,0 +1,32 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// CSV Tilemap Test
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// First we load our map data (a csv file)
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game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv');
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// Then we load the actual tile sheet image
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game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png');
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game.load.start();
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}
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function create() {
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// This creates the tilemap using the csv and tile sheet we loaded.
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// We tell it use to CSV format parser. The 16x16 are the tile sizes.
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// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
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game.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
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}
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function update() {
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// Simple camera controls
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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})();
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@@ -0,0 +1,54 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// CSV Tilemap Test
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// First we load our map data (a csv file)
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game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv');
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// Then we load the actual tile sheet image
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game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png');
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game.load.start();
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}
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function create() {
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// This creates the tilemap using the csv and tile sheet we loaded.
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// We tell it use to CSV format parser. The 16x16 are the tile sizes.
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// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
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game.add.tilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
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}
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function update() {
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// Simple camera controls
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.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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game.camera.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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game.camera.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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game.camera.y += 4;
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}
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}
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})();
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@@ -0,0 +1,41 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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game.load.text('platform', 'assets/maps/mapdraw.json');
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game.load.image('tiles', 'assets/tiles/platformer_tiles.png');
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game.load.image('carrot', 'assets/sprites/carrot.png');
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game.load.start();
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}
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var map;
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var emitter;
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var marker;
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function create() {
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map = game.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
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map.setCollisionRange(21, 53);
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map.setCollisionRange(105, 109);
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game.camera.texture.opaque = true;
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game.camera.texture.backgroundColor = 'rgb(47,154,204)';
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marker = game.add.sprite(0, 0);
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marker.texture.width = 16;
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marker.texture.height = 16;
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marker.texture.opaque = true;
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marker.texture.backgroundColor = 'rgba(255,0,0,0.4)';
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//emitter = game.add.emitter(32, 80);
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//emitter.width = 700;
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//emitter.makeParticles('carrot', 100, false, 1);
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//emitter.gravity = 150;
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//emitter.bounce = 0.8;
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//emitter.start(false, 20, 0.05);
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}
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function update() {
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// Collide everything with the map
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//map.collide();
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marker.x = game.math.snapToFloor(game.input.getWorldX(), 16);
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marker.y = game.math.snapToFloor(game.input.getWorldY(), 16);
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if(game.input.mousePointer.isDown) {
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map.putTile(marker.x, marker.y, 32);
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}
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}
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})();
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@@ -0,0 +1,60 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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game.load.text('platform', 'assets/maps/mapdraw.json');
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game.load.image('tiles', 'assets/tiles/platformer_tiles.png');
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game.load.image('carrot', 'assets/sprites/carrot.png');
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game.load.start();
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}
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var map: Phaser.Tilemap;
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var emitter: Phaser.Emitter;
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var marker: Phaser.Sprite;
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function create() {
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map = game.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
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map.setCollisionRange(21,53);
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map.setCollisionRange(105,109);
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game.camera.texture.opaque = true;
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game.camera.texture.backgroundColor = 'rgb(47,154,204)';
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marker = game.add.sprite(0, 0);
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marker.texture.width = 16;
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marker.texture.height = 16;
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marker.texture.opaque = true;
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marker.texture.backgroundColor = 'rgba(255,0,0,0.4)';
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//emitter = game.add.emitter(32, 80);
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//emitter.width = 700;
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//emitter.makeParticles('carrot', 100, false, 1);
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//emitter.gravity = 150;
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//emitter.bounce = 0.8;
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//emitter.start(false, 20, 0.05);
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}
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function update() {
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// Collide everything with the map
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//map.collide();
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marker.x = game.math.snapToFloor(game.input.getWorldX(), 16);
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marker.y = game.math.snapToFloor(game.input.getWorldY(), 16);
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if (game.input.mousePointer.isDown)
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{
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map.putTile(marker.x, marker.y, 32);
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}
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}
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})();
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@@ -0,0 +1,34 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tiled Tilemap Test
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// First we load our map data (a json file exported from the map editor Tiled)
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// This data file has several layers within it. Phaser will render them all.
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game.load.text('jsontest', 'assets/maps/multi-layer-test.json');
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// Then we load the actual tile sheet image
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game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
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game.load.start();
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}
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var map;
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function create() {
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// This creates the tilemap using the json data and tile sheet we loaded.
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// We tell it to use the Tiled JSON format parser.
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map = game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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//map.currentLayer.
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}
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function update() {
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// Simple camera controls
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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})();
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@@ -0,0 +1,58 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tiled Tilemap Test
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// First we load our map data (a json file exported from the map editor Tiled)
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// This data file has several layers within it. Phaser will render them all.
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game.load.text('jsontest', 'assets/maps/multi-layer-test.json');
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// Then we load the actual tile sheet image
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game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
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game.load.start();
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}
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var map: Phaser.Tilemap;
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function create() {
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// This creates the tilemap using the json data and tile sheet we loaded.
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// We tell it to use the Tiled JSON format parser.
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map = game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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//map.currentLayer.
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}
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function update() {
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// Simple camera controls
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.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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game.camera.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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game.camera.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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game.camera.y += 4;
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}
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}
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})();
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@@ -0,0 +1,32 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tiled Tilemap Test
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// First we load our map data (a json file exported from the map editor Tiled)
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game.load.text('jsontest', 'assets/maps/test.json');
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//myGame.loader.addTextFile('jsontest', 'assets/maps/multi-layer-test.json');
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// Then we load the actual tile sheet image
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game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
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game.load.start();
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}
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function create() {
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// This creates the tilemap using the json data and tile sheet we loaded.
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// We tell it to use the Tiled JSON format parser.
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game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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}
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function update() {
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// Simple camera controls
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if(game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {
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game.camera.x -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {
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game.camera.x += 4;
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}
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if(game.input.keyboard.isDown(Phaser.Keyboard.UP)) {
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game.camera.y -= 4;
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} else if(game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) {
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game.camera.y += 4;
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}
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}
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})();
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@@ -0,0 +1,54 @@
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tiled Tilemap Test
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// First we load our map data (a json file exported from the map editor Tiled)
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game.load.text('jsontest', 'assets/maps/test.json');
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//myGame.loader.addTextFile('jsontest', 'assets/maps/multi-layer-test.json');
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// Then we load the actual tile sheet image
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game.load.image('jsontiles', 'assets/tiles/platformer_tiles.png');
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game.load.start();
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}
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function create() {
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// This creates the tilemap using the json data and tile sheet we loaded.
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// We tell it to use the Tiled JSON format parser.
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game.add.tilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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}
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function update() {
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// Simple camera controls
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.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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game.camera.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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game.camera.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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game.camera.y += 4;
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}
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}
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})();
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Reference in New Issue
Block a user