11
2- var game = new Phaser . Game ( 800 , 600 , Phaser . AUTO , 'phaser-example' , { preload : preload , create : create , update : update } ) ;
2+ var game = new Phaser . Game ( 800 , 600 , Phaser . AUTO , 'phaser-example' , { preload : preload , create : create , update : update } ) ;
33
44function preload ( ) {
55
6- game . load . tilemap ( 'background' , 'assets/maps/smb_bg.png' , 'assets/maps/smb_bg.json' , null , Phaser . Tilemap . JSON ) ;
7- game . load . tilemap ( 'level1' , 'assets/maps/smb_tiles.png' , 'assets/maps/smb_level1.json' , null , Phaser . Tilemap . JSON ) ;
6+ game . load . tilemap ( 'background' , 'assets/maps/smb_bg.json' , null , Phaser . Tilemap . TILED_JSON ) ;
7+ game . load . tileset ( 'tilesBackground' , 'assets/maps/smb_bg.png' , 16 , 16 ) ;
8+
9+ game . load . tilemap ( 'level1' , 'assets/maps/smb_level1.json' , null , Phaser . Tilemap . TILED_JSON ) ;
10+ game . load . tileset ( 'tilesLevel1' , 'assets/maps/smb_tiles.png' , 16 , 16 ) ;
11+
812 game . load . spritesheet ( 'balls' , 'assets/sprites/balls.png' , 17 , 17 ) ;
913
1014}
1115
16+ var mapBg ;
17+ var tilesetBg ;
18+ var layerBg ;
19+ var mapLevel1 ;
20+ var tilesetLevel1 ;
21+ var layerLevel1 ;
22+ var cursors ;
1223var balls ;
13- var map ;
1424
1525function create ( ) {
1626
1727 game . stage . backgroundColor = '#787878' ;
1828
19- game . add . tilemap ( 0 , 0 , 'background' ) ;
29+ mapBg = game . add . tilemap ( 'background' ) ;
30+
31+ tilesetBg = game . add . tileset ( 'tilesBackground' ) ;
32+
33+
34+ layerBg = game . add . tilemapLayer ( 0 , 0 , mapBg . layers [ 0 ] . width * tilesetBg . tileWidth , 600 , tilesetBg , mapBg , 0 ) ;
35+
36+ layerBg . fixedToCamera = false ;
37+
38+ layerBg . resizeWorld ( ) ;
39+
40+
41+ mapLevel1 = game . add . tilemap ( 'level1' ) ;
42+
43+ tilesetLevel1 = game . add . tileset ( 'tilesLevel1' ) ;
44+
45+ tilesetLevel1 . setCollisionRange ( 9 , 11 , true , true , true , true ) ;
46+ tilesetLevel1 . setCollisionRange ( 14 , 19 , true , true , true , true ) ;
47+ tilesetLevel1 . setCollisionRange ( 22 , 24 , true , true , true , true ) ;
48+ tilesetLevel1 . setCollisionRange ( 37 , 38 , true , true , true , true ) ;
49+
50+ tilesetLevel1 . setCollision ( 32 , true , true , true , true ) ;
51+
52+
53+ layerLevel1 = game . add . tilemapLayer ( 0 , 0 , mapLevel1 . layers [ 0 ] . width * tilesetLevel1 . tileWidth , 600 , tilesetLevel1 , mapLevel1 , 0 ) ;
54+
55+ layerLevel1 . fixedToCamera = false ;
56+
57+ layerLevel1 . resizeWorld ( ) ;
2058
21- map = game . add . tilemap ( 0 , 0 , 'level1' ) ;
22- map . setCollisionByIndex ( [ 9 , 10 , 11 , 14 , 15 , 16 , 18 , 19 , 22 , 23 , 24 , 32 , 37 , 38 ] , true , true , true , true ) ;
59+ cursors = game . input . keyboard . createCursorKeys ( ) ;
2360
2461 balls = game . add . emitter ( 300 , 50 , 500 ) ;
2562 balls . bounce = 0.5 ;
@@ -35,24 +72,24 @@ function create() {
3572
3673function update ( ) {
3774
38- game . physics . collide ( balls , map ) ;
75+ game . physics . collide ( balls , layerLevel1 ) ;
3976
40- if ( game . input . keyboard . isDown ( Phaser . Keyboard . LEFT ) )
77+ if ( cursors . left . isDown )
4178 {
42- game . camera . x -= 8 ;
79+ game . camera . x -= 18 ;
4380 }
44- else if ( game . input . keyboard . isDown ( Phaser . Keyboard . RIGHT ) )
81+ else if ( cursors . right . isDown )
4582 {
46- game . camera . x += 8 ;
83+ game . camera . x += 18 ;
4784 }
4885
49- if ( game . input . keyboard . isDown ( Phaser . Keyboard . UP ) )
86+ if ( cursors . up . isDown )
5087 {
51- game . camera . y -= 8 ;
88+ game . camera . y -= 18 ;
5289 }
53- else if ( game . input . keyboard . isDown ( Phaser . Keyboard . DOWN ) )
90+ else if ( cursors . down . isDown )
5491 {
55- game . camera . y += 8 ;
92+ game . camera . y += 18 ;
5693 }
5794
5895}
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