ninja physics/ninja tilemap
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update});
function preload() {
game.load.tilemap('map', 'assets/tilemaps/maps/ninja-tilemap.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ball', 'assets/sprites/shinyball.png');
game.load.image('sky', 'assets/skies/sky2.png');
game.load.image('kenney', 'assets/tilemaps/tiles/kenney.png');
}
var sprite1;
var cursors;
var map;
var layer;
var tiles;
function create() {
var sky = game.add.image(0, 0, 'sky');
sky.fixedToCamera = true;
// Activate the Ninja physics system
game.physics.startSystem(Phaser.Physics.NINJA);
map = game.add.tilemap('map');
map.addTilesetImage('kenney');
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
var slopeMap = { '32': 1, '77': 1, '95': 2, '36': 3, '137': 3, '140': 2 };
tiles = game.physics.ninja.convertTilemap(map, layer, slopeMap);
sprite1 = game.add.sprite(50, 50, 'ball');
game.physics.ninja.enableCircle(sprite1, sprite1.width / 2);
// A little more bounce
sprite1.body.bounce = 0.5;
game.camera.follow(sprite1);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
for (var i = 0; i < tiles.length; i++)
{
sprite1.body.circle.collideCircleVsTile(tiles[i].tile);
}
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);
}
}