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/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 sprite; function create() { game.stage.backgroundColor = '#5c94fc'; map = game.add.tilemap('map'); 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); // tileset = game.add.tileset('tilesNes'); // layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tilesetNes.tileWidth, 600, tileset, map, 0); // disable this and you can place anywhere, but will almost certainly screw collision // layer.fixedToCamera=false; // this screws something up - not quite sure what, but needs investigating! // layer.resizeWorld(); sprite = game.add.sprite(200, 420, 'phaser'); sprite.anchor.setTo(0.5, 0.5); sprite.angle = 35; // game.camera.follow(sprite); cursors = game.input.keyboard.createCursorKeys(); game.input.onDown.add(dump, this); } function dump() { console.log(sprite.bounds); console.log(sprite.body.hull); console.log('wy', sprite.world.y); } function update() { /* if (cursors.left.isDown) { layer.scrollX -= 4; } else if (cursors.right.isDown) { layer.scrollX += 4; } 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.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); }