var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update});
function preload() {
game.load.spritesheet('ninja-tiles', 'assets/physics/ninja-tiles128.png', 128, 128, 34);
game.load.image('a', 'assets/sprites/firstaid.png');
}
var sprite1;
var cursors;
var tile1;
var tile2;
function create() {
game.stage.smoothed = true;
// Activate the Ninja physics system
game.physics.startSystem(Phaser.Physics.NINJA);
// game.physics.ninja.gravity = 0.1;
sprite1 = game.add.sprite(500, 200, 'a');
// Enable the physics body for the Ninja physics system
// By default it will create an AABB body for the sprite
game.physics.ninja.enableAABB(sprite1);
// But you can change it to either a Tile or a Circle
tile1 = game.add.sprite(0, 500, 'ninja-tiles', 14);
tile1.width = 100;
tile1.height = 100;
game.physics.ninja.enableTile(tile1, tile1.frame);
cursors = game.input.keyboard.createCursorKeys();
}
function collisionHandler() {
game.stage.backgroundColor = 0xff0000;
}
function update() {
game.physics.ninja.collide(sprite1, tile1, collisionHandler, null, this);
tile1.body.moveRight(1);
if (cursors.left.isDown)
{
sprite1.body.moveLeft(20);
}
else if (cursors.right.isDown)
{
sprite1.body.moveRight(20);
}
if (cursors.up.isDown)
{
sprite1.body.moveUp(20);
}
else if (cursors.down.isDown)
{
sprite1.body.moveUp(20);
}
}