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Merge pull request phaserjs#125 from alvinsight/dev
Basic examples created
2 parents 65d2bf5 + f63e8d7 commit 3f9c07d

1 file changed

Lines changed: 10 additions & 35 deletions

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examples/games/starstruck.js

Lines changed: 10 additions & 35 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
11

2-
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
2+
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create,update:update});
33

44
function preload() {
55

@@ -28,54 +28,40 @@ function create() {
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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bg.fixedToCamera = true;
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map = new Phaser.Tilemap(game, 'level1');
31+
map = game.add.tilemap('level1');
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tileset = game.cache.getTileset('tiles');
33+
tileset = game.add.tileset('tiles');
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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tileset.setCollisionRange(12, 17, false, false, false, false);
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tileset.setCollisionRange(46, 51, false, false, false, false);
37+
// tileset.setCollisionRange(12, 16, false, false, false, false);
38+
// tileset.setCollisionRange(46, 50, false, false, false, false);
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40-
layer = new Phaser.TilemapLayer(game, 0, 0, 800, 600, tileset, map, 0);
40+
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
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layer.resizeWorld();
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game.world.add(layer.sprite);
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player = game.add.sprite(32, 32, 'dude');
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player.body.bounce.y = 0.2;
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player.body.collideWorldBounds = true;
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player.body.gravity.y = 6;
49-
player.body.setSize(16, 32, 8, 16);
47+
// player.body.setSize(16, 32, 8, 16);
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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game.camera.follow(player);
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55+
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}
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function update() {
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61-
layer.update();
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63-
// getTiles: function (x, y, width, height, collides, layer) {
64-
overlap = layer.getTiles(player.body.x, player.body.y, player.body.width, player.body.height, true);
6561

66-
if (overlap.length > 1)
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{
68-
for (var i = 1; i < overlap.length; i++)
69-
{
70-
game.physics.separateTile(player.body, overlap[i]);
71-
}
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}
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74-
// game.physics.collide(player, map);
62+
game.physics.collide(player, layer);
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player.body.velocity.x = 0;
77-
// player.body.velocity.y = 0;
78-
// player.body.acceleration.y = 500;
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
@@ -126,14 +112,3 @@ function update() {
126112
}
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}
129-
130-
function render() {
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132-
layer.render();
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134-
// game.debug.renderSpriteBody(player);
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136-
// game.debug.renderSpriteInfo(player, 32, 32);
137-
// game.debug.renderSpriteCollision(player, 32, 320);
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139-
}

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