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Saving first iteration of the ScrollZone game object.
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@@ -1,9 +1,11 @@
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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 myGame = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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// Tiled JSON Test
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myGame.loader.addTextFile('jsontest', 'assets/maps/test.json');
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//myGame.loader.addTextFile('jsontest', 'assets/maps/test.json');
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myGame.loader.addTextFile('jsontest', 'assets/maps/multi-layer-test.json');
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myGame.loader.addImageFile('jsontiles', 'assets/tiles/platformer_tiles.png');
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// CSV Test
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myGame.loader.addTextFile('csvtest', 'assets/maps/catastrophi_level2.csv');
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@@ -16,19 +18,14 @@
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var bigCam;
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function create() {
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myGame.camera.deadzone = new Phaser.Rectangle(64, 64, myGame.stage.width - 128, myGame.stage.height - 128);
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bigCam = myGame.createCamera(30, 30, 200, 200);
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bigCam.showBorder = true;
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bigCam.scale.setTo(1.5, 1.5);
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//map = myGame.createTilemap('jsontiles', 'jsontest', Tilemap.FORMAT_TILED_JSON);
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map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, 16, 16);
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// for now like this, but change to auto soon
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myGame.world.setSize(map.widthInPixels, map.heightInPixels);
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console.log('world size', map.widthInPixels, map.heightInPixels);
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myGame.camera.setBounds(0, 0, myGame.world.width, myGame.world.height);
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bigCam.setBounds(0, 0, myGame.world.width, myGame.world.height);
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//bigCam = myGame.createCamera(30, 30, 200, 200);
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//bigCam.showBorder = true;
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//bigCam.scale.setTo(1.5, 1.5);
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//map = myGame.createTilemap('jsontiles', 'jsontest', Phaser.Tilemap.FORMAT_TILED_JSON);
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map = myGame.createTilemap('csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
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car = myGame.createSprite(300, 100, 'car');
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myGame.camera.follow(car);
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bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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//bigCam.follow(car, Phaser.Camera.STYLE_LOCKON);
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myGame.onRenderCallback = render;
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}
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function update() {
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@@ -48,6 +45,6 @@
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}
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}
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function render() {
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map.renderDebugInfo(400, 16);
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}
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//map.renderDebugInfo(400, 16);
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}
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})();
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