|
1 | 1 |
|
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}); |
3 | 3 |
|
4 | 4 | function preload() { |
5 | 5 |
|
@@ -28,54 +28,40 @@ function create() { |
28 | 28 | bg = game.add.tileSprite(0, 0, 800, 600, 'background'); |
29 | 29 | bg.fixedToCamera = true; |
30 | 30 |
|
31 | | - map = new Phaser.Tilemap(game, 'level1'); |
| 31 | + map = game.add.tilemap('level1'); |
32 | 32 |
|
33 | | - tileset = game.cache.getTileset('tiles'); |
| 33 | + tileset = game.add.tileset('tiles'); |
34 | 34 |
|
35 | 35 | tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true); |
36 | 36 |
|
37 | | - tileset.setCollisionRange(12, 17, false, false, false, false); |
38 | | - 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); |
39 | 39 |
|
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); |
41 | 41 | layer.resizeWorld(); |
42 | 42 |
|
43 | | - game.world.add(layer.sprite); |
44 | | - |
45 | 43 | player = game.add.sprite(32, 32, 'dude'); |
46 | 44 | player.body.bounce.y = 0.2; |
47 | 45 | player.body.collideWorldBounds = true; |
48 | 46 | player.body.gravity.y = 6; |
49 | | - player.body.setSize(16, 32, 8, 16); |
| 47 | + // player.body.setSize(16, 32, 8, 16); |
50 | 48 |
|
51 | 49 | player.animations.add('left', [0, 1, 2, 3], 10, true); |
52 | 50 | player.animations.add('turn', [4], 20, true); |
53 | 51 | player.animations.add('right', [5, 6, 7, 8], 10, true); |
54 | 52 |
|
55 | 53 | game.camera.follow(player); |
56 | 54 |
|
| 55 | + |
| 56 | + |
57 | 57 | } |
58 | 58 |
|
59 | 59 | function update() { |
60 | 60 |
|
61 | | - layer.update(); |
62 | | - |
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); |
65 | 61 |
|
66 | | - if (overlap.length > 1) |
67 | | - { |
68 | | - for (var i = 1; i < overlap.length; i++) |
69 | | - { |
70 | | - game.physics.separateTile(player.body, overlap[i]); |
71 | | - } |
72 | | - } |
73 | | - |
74 | | - // game.physics.collide(player, map); |
| 62 | + game.physics.collide(player, layer); |
75 | 63 |
|
76 | 64 | player.body.velocity.x = 0; |
77 | | - // player.body.velocity.y = 0; |
78 | | - // player.body.acceleration.y = 500; |
79 | 65 |
|
80 | 66 | if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) |
81 | 67 | { |
@@ -126,14 +112,3 @@ function update() { |
126 | 112 | } |
127 | 113 |
|
128 | 114 | } |
129 | | - |
130 | | -function render() { |
131 | | - |
132 | | - layer.render(); |
133 | | - |
134 | | - // game.debug.renderSpriteBody(player); |
135 | | - |
136 | | - // game.debug.renderSpriteInfo(player, 32, 32); |
137 | | - // game.debug.renderSpriteCollision(player, 32, 320); |
138 | | - |
139 | | -} |
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