/**
* @author Chris Campbell
* @author Richard Davey
* @copyright 2015 Photon Storm Ltd.
* @license {@link http://choosealicense.com/licenses/no-license/|No License}
*
* @description This example requires the Phaser Box2D Plugin to run.
* For more details please see http://phaser.io/shop/plugins/box2d
*/
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var map;
var layer;
var cursors;
function create() {
game.physics.startSystem(Phaser.Physics.BOX2D);
game.stage.backgroundColor = '#2d2d2d';
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
// Set the tiles for collision.
// Do this BEFORE generating the Box2D bodies below.
map.setCollisionBetween(1, 12);
// Convert the tilemap layer into bodies. Only tiles that collide (see above) are created.
// This call returns an array of body objects which you can perform addition actions on if
// required. There is also a parameter to control optimising the map build.
game.physics.box2d.convertTilemap(map, layer);
ship = game.add.sprite(200, 200, 'ship');
game.physics.box2d.enable(ship);
ship.body.setCircle(14);
game.camera.follow(ship);
// By default the ship will collide with the World bounds,
// however because you have changed the size of the world (via layer.resizeWorld) to match the tilemap
// you need to rebuild the physics world boundary as well. The following
// line does that. The first 4 parameters control if you need a boundary on the left, right, top and bottom of your world.
// The final parameter (false) controls if the boundary should use its own collision group or not. In this case we don't require
// that, so it's set to false. But if you had custom collision groups set-up then you would need this set to true.
game.physics.box2d.setBoundsToWorld(true, true, true, true, false);
// Even after the world boundary is set-up you can still toggle if the ship collides or not with this:
// ship.body.collideWorldBounds = false;
cursors = game.input.keyboard.createCursorKeys();
game.add.text(5, 5, 'Use arrow keys to move.', { fill: '#ffffff', font: '14pt Arial' });
}
function update() {
if (cursors.left.isDown)
{
ship.body.rotateLeft(300);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(300);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(300);
}
else if (cursors.down.isDown)
{
ship.body.reverse(300);
}
}
function render() {
// game.debug.box2dWorld();
}