var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { // game.load.tilemap('map', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON); // game.load.tileset('marioTiles', 'assets/maps/mario1.png', 16, 16); game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON); game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32); // game.load.image('phaser', 'assets/sprites/phaser-ship.png'); // game.load.image('phaser', 'assets/sprites/mushroom2.png'); // game.load.image('phaser', 'assets/sprites/wabbit.png'); game.load.image('phaser', 'assets/sprites/arrow.png'); // game.load.image('phaser', 'assets/sprites/darkwing_crazy.png'); } var cursors; var map; var layer; var layer2; var sprite; function create() { // game.stage.backgroundColor = '#5c94fc'; map = game.add.tilemap('map'); // map.setCollisionByIndexRange(80, 97); // mario map.setCollisionByIndex(1); // Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) { layer = game.add.tilemapLayer(0, 0, 800, 600, null, map, 0); // layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0); // layer.cameraOffset.x = 400; // layer.alpha = 0.5; layer.resizeWorld(); sprite = game.add.sprite(260, 100, 'phaser'); sprite.anchor.setTo(0.5, 0.5); // This adjusts the collision body size. // 100x50 is the new width/height. // 50, 25 is the X and Y offset of the newly sized box. // In this case the box is 50px in and 25px down. sprite.body.setSize(16, 16, 8, 8); // We'll set a lower max angular velocity here to keep it from going totally nuts sprite.body.maxAngular = 500; // Apply a drag otherwise the sprite will just spin and never slow down sprite.body.angularDrag = 50; // sprite.body.drag.x = 50; // sprite.body.drag.y = 20; // sprite.body.velocity.x = 50; sprite.body.bounce.x = 0.8; sprite.body.bounce.y = 0.8; // sprite.angle = 35; game.camera.follow(sprite); game.input.onDown.add(getIt, this); cursors = game.input.keyboard.createCursorKeys(); } function getIt() { console.log('cam', game.camera.bounds); console.log('w', game.world.bounds); // console.log(layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true, true)); } function update() { /* if (cursors.left.isDown) { game.camera.x -= 1; } else if (cursors.right.isDown) { game.camera.x += 1; } if (cursors.up.isDown) { layer.scrollY -= 4; } else if (cursors.down.isDown) { layer.scrollY += 4; } */ game.physics.collide(sprite, layer); sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.body.angularVelocity = 0; // sprite.body.acceleration.x = 0; // sprite.body.angularAcceleration = 0; if (cursors.left.isDown) { // sprite.body.acceleration.x = -200; sprite.body.angularVelocity = -300; // sprite.body.angularAcceleration -= 200; } else if (cursors.right.isDown) { // sprite.body.acceleration.x = 200; sprite.body.angularVelocity = 300; // sprite.body.angularAcceleration += 200; } if (cursors.up.isDown) { game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity); } else { // game.physics.velocityFromAngle(sprite.angle, sprite.body.velocity, sprite.body.velocity); } /* sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.angle = sprite.angle + 1; if (cursors.up.isDown) { sprite.body.velocity.y = -900; } else if (cursors.down.isDown) { sprite.body.velocity.y = 900; } if (cursors.left.isDown) { sprite.body.velocity.x = -900; // sprite.scale.x = -1; } else if (cursors.right.isDown) { sprite.body.velocity.x = 900; // sprite.scale.x = 1; } */ } function render() { // game.debug.renderSpriteBody(sprite); game.debug.renderSpriteBounds(sprite); // game.debug.renderText(sprite.x, 32, 32); // game.debug.renderText(sprite.y, 32, 48); game.debug.renderText(layer.scrollX, 32, 32); game.debug.renderText(layer.scrollY, 32, 48); }