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- var game = new Phaser.Game(480, 320, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update});
- function preload() {
- game.load.tilemap('map', 'level.csv', null, Phaser.Tilemap.CSV);
- game.load.image('tiles', 'tiles64.png');
- game.load.image('player', 'player.png');
- }
- var map;
- var layer;
- var cursors;
- var player;
- function create() {
- // Because we're loading CSV map data we have to specify the tile size here or we can't render it
- map = game.add.tilemap('map', 32, 32);
- // Now add in the tileset
- map.addTilesetImage('tiles');
- map.setCollisionBetween(3, 4);
- // Create our layer
- layer = map.createLayer(0);
- // Resize the world
- layer.resizeWorld();
- // Player
- player = game.add.sprite(32,32,"player");
- player.scale.setTo(.5,.5);
- game.physics.enable(player, Phaser.Physics.ARCADE);
- game.camera.follow(player);
- game.physics.arcade.gravity.y = 200;
- //keep player on screen
- //player.body.collideWorldBounds=true;
- //enable keyboard input
- cursors = game.input.keyboard.createCursorKeys();
- //fullscreen on click
- game.input.onDown.add(go_fullscreen, this);
- }
- function update() {
- game.physics.arcade.collide(player, layer);
- playerControls();
- }
- function playerControls(){
- if (cursors.up.isDown && player.body.blocked.down)
- {
- player.body.velocity.y = -300;
- }
- else if (cursors.down.isDown)
- {
- //player.body.velocity.y = 550;
- }
- if (cursors.left.isDown)
- {
- player.body.velocity.x = -150;
- }
- else if (cursors.right.isDown)
- {
- player.body.velocity.x = 150;
- }else{
- player.body.velocity.x = 0
- }
- }
- function go_fullscreen(){
- game.scale.fullScreenScaleMode = Phaser.ScaleManager.SHOW_ALL;
- game.scale.startFullScreen();
- }
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