var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48); game.load.image('background', 'assets/games/starstruck/background2.png'); game.load.image('box', 'assets/sprites/block.png'); } var player; var facing = 'left'; var jumpTimer = 0; var cursors; var jumpButton; var box1; var box2; function create() { game.stage.backgroundColor = '#000000'; bg = game.add.tileSprite(0, 0, 800, 600, 'background'); bg.fixedToCamera = true; // map = game.add.tilemap('level1'); // map.addTilesetImage('tiles-1'); // map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]); // layer = map.createLayer('Tile Layer 1'); // Un-comment this on to see the collision tiles // layer.debug = true; // layer.resizeWorld(); // game.physics.setBoundsToWorld(); game.physics.gravity.y = 20; game.physics.friction = 0.5; // Materials var groundMaterial = game.physics.createMaterial('ground'); var characterMaterial = game.physics.createMaterial('character'); var boxMaterial = game.physics.createMaterial('box'); player = game.add.sprite(32, 320, 'dude'); player.physicsEnabled = true; player.body.fixedRotation = true; player.body.setMaterial(characterMaterial); player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('turn', [4], 20, true); player.animations.add('right', [5, 6, 7, 8], 10, true); box1 = game.add.sprite(200, 300, 'box'); box1.physicsEnabled = true; // box1.body.fixedRotation = true; box1.body.setMaterial(boxMaterial); box2 = game.add.sprite(400, 300, 'box'); box2.physicsEnabled = true; // box2.body.fixedRotation = true; box2.body.setMaterial(boxMaterial); // Set the material along the ground game.physics.setWorldMaterial(groundMaterial, false, false, false, true); var groundCharacterCM = game.physics.createContactMaterial(groundMaterial, characterMaterial, { friction: 0.0 }); // no friction between character and ground var boxCharacterCM = game.physics.createContactMaterial(boxMaterial, characterMaterial, { friction: 0.0 }); // No friction between character and boxes var boxGroundCM = game.physics.createContactMaterial(boxMaterial, groundMaterial, { friction: 0.6 }); // Between boxes and ground // game.camera.follow(player); cursors = game.input.keyboard.createCursorKeys(); jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); } function update() { player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.moveLeft(150); if (facing != 'left') { player.animations.play('left'); facing = 'left'; } } else if (cursors.right.isDown) { player.body.moveRight(150); if (facing != 'right') { player.animations.play('right'); facing = 'right'; } } else { if (facing != 'idle') { player.animations.stop(); if (facing == 'left') { player.frame = 0; } else { player.frame = 5; } facing = 'idle'; } } if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump()) { player.body.moveUp(300); jumpTimer = game.time.now + 750; } } function checkIfCanJump(){ var yAxis = p2.vec2.fromValues(0,1); var result = false; for(var i=0; i 0.5) result = true; } } return result; } function render () { // if (player.debug) // { // game.debug.renderPhysicsBody(player.body); // game.debug.renderBodyInfo(player, 16, 24); // } }