Fixing up Invaders and Star Struck. Also removing lots of un-used css jsdoc themes.

This commit is contained in:
photonstorm
2013-10-31 01:45:16 +00:00
parent ebf4456e4e
commit ddf15979d0
16 changed files with 28 additions and 76220 deletions
+7
View File
@@ -20,8 +20,15 @@ var cursors;
var fireButton;
var explosions;
function loadUpdate() {
console.log('state loadUpdate');
}
function create() {
s = game.add.tileSprite(0, 0, 800, 600, 'starfield');
player = game.add.sprite(400, 500, 'ship');
+12 -13
View File
@@ -19,6 +19,8 @@ var layer;
var player;
var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var bg;
function create() {
@@ -34,8 +36,8 @@ function create() {
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
// tileset.setCollisionRange(12, 16, false, false, false, false);
// tileset.setCollisionRange(46, 50, false, false, false, false);
tileset.setCollisionRange(12, 16, false, false, false, false);
tileset.setCollisionRange(46, 50, false, false, false, false);
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
layer.resizeWorld();
@@ -44,7 +46,7 @@ function create() {
player.body.bounce.y = 0.2;
player.body.collideWorldBounds = true;
player.body.gravity.y = 6;
// player.body.setSize(16, 32, 8, 16);
player.body.setSize(16, 32, 8, 16);
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
@@ -52,18 +54,18 @@ function create() {
game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function update() {
game.physics.collide(player, layer);
player.body.velocity.x = 0;
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
if (cursors.left.isDown)
{
player.body.velocity.x = -150;
@@ -73,7 +75,7 @@ function update() {
facing = 'left';
}
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
else if (cursors.right.isDown)
{
player.body.velocity.x = 150;
@@ -102,13 +104,10 @@ function update() {
}
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP) || game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR))
if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
{
if (player.body.touching.down && game.time.now > jumpTimer)
{
player.body.velocity.y = -250;
jumpTimer = game.time.now + 750;
}
player.body.velocity.y = -250;
jumpTimer = game.time.now + 750;
}
}