var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
game.load.tilemap('desert', 'assets/tilemaps/maps/depthsort.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.spritesheet('trees', 'assets/tilemaps/tiles/walls_1x2.png', 32, 64);
}
var map;
var tileset;
var layer;
var sprite;
var group;
var oldY = 0;
var cursors;
var locs = [];
function create() {
// Create our tilemap to walk around
map = game.add.tilemap('desert');
map.addTilesetImage('ground_1x1');
layer = map.createLayer('Tile Layer 1');
// This group will hold the main player + all the tree sprites to depth sort against
group = game.add.group();
// Create some trees, each in a unique location
for (var i = 0; i < 200; i++)
{
createUniqueLocation();
}
sprite = group.create(300, 28, 'phaser');
group.sort();
// Move it
cursors = game.input.keyboard.createCursorKeys();
}
function createUniqueLocation() {
do {
var x = game.math.snapTo(game.world.randomX, 32) / 32;
var y = game.math.snapTo(game.world.randomY, 32) / 32;
if (y > 17)
{
y = 17;
}
var idx = (y * 17) + x;
}
while (locs.indexOf(idx) !== -1)
locs.push(idx);
group.create(x * 32, y * 32, 'trees', game.rnd.integerInRange(0, 7));
}
function update() {
if (cursors.left.isDown)
{
sprite.x -= 2;
}
else if (cursors.right.isDown)
{
sprite.x += 2;
}
if (cursors.up.isDown)
{
sprite.y -= 2;
}
else if (cursors.down.isDown)
{
sprite.y += 2;
}
group.sort('y', Phaser.Group.SORT_ASCENDING);
}
function render() {
game.debug.text('Sprite z-depth: ' + sprite.z, 10, 20);
}