1+ <?php
2+ $ title = "Full-screen Tilemap Fly Around " ;
3+ require ('../head.php ' );
4+ ?>
5+
6+ <script type="text/javascript">
7+
8+ var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
9+ // var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
10+
11+ function preload() {
12+
13+ game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
14+ game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
15+ game.load.image('phaser', 'assets/sprites/phaser-ship.png');
16+ game.load.image('diamond', 'assets/sprites/chunk.png');
17+
18+ }
19+
20+ var map;
21+ var tileset;
22+ var layer;
23+ var cursors;
24+ var overlap;
25+ var sprite;
26+ var emitter;
27+
28+ function create() {
29+
30+ game.stage.backgroundColor = '#3d3d3d';
31+
32+ // A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
33+ // You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
34+ map = game.add.tilemap('level3');
35+
36+ // A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
37+ // You can set properties on the Tile objects, such as collision, n-way movement and meta data.
38+ // A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
39+ // This way multiple levels can share the same single Tileset without requiring one each.
40+ tileset = game.add.tileset('tiles');
41+
42+ // Basically this sets EVERY SINGLE tile to fully collide on all faces
43+ tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
44+
45+ // And this turns off collision on the only tile we don't want collision on :)
46+ tileset.setCollision(6, false, false, false, false);
47+ tileset.setCollision(31, false, false, false, false);
48+ tileset.setCollision(34, false, false, false, false);
49+ tileset.setCollision(35, false, false, false, false);
50+ tileset.setCollision(46, false, false, false, false);
51+
52+ // A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
53+ // The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
54+ // The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
55+
56+ layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
57+
58+ layer.resizeWorld();
59+
60+ sprite = game.add.sprite(450, 80, 'phaser');
61+ sprite.anchor.setTo(0.5, 0.5);
62+
63+ game.camera.follow(sprite);
64+ game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
65+
66+ cursors = game.input.keyboard.createCursorKeys();
67+
68+ emitter = game.add.emitter(0, 0, 200);
69+
70+ emitter.makeParticles('diamond');
71+ emitter.minRotation = 0;
72+ emitter.maxRotation = 0;
73+ emitter.gravity = 5;
74+ emitter.bounce.setTo(0.5, 0.5);
75+
76+ game.input.onDown.add(particleBurst, this);
77+
78+ }
79+
80+ function particleBurst() {
81+
82+ emitter.x = game.input.worldX;
83+ emitter.y = game.input.worldY;
84+ emitter.start(true, 4000, null, 10);
85+
86+ }
87+
88+ function update() {
89+
90+ game.physics.collide(sprite, layer);
91+ game.physics.collide(emitter, layer);
92+
93+ sprite.body.velocity.x = 0;
94+ sprite.body.velocity.y = 0;
95+
96+ if (cursors.up.isDown)
97+ {
98+ sprite.body.velocity.y = -150;
99+ }
100+ else if (cursors.down.isDown)
101+ {
102+ sprite.body.velocity.y = 150;
103+ }
104+
105+ if (cursors.left.isDown)
106+ {
107+ sprite.body.velocity.x = -150;
108+ sprite.scale.x = -1;
109+ }
110+ else if (cursors.right.isDown)
111+ {
112+ sprite.body.velocity.x = 150;
113+ sprite.scale.x = 1;
114+ }
115+
116+ }
117+
118+ </script>
119+
120+ <?php
121+ require ('../foot.php ' );
122+ ?>
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