var game = new Phaser.Game(800, 600, Phaser.AUTO, '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.spritesheet('dude', 'assets/games/starstruck/dude.png', 32, 48);
}
var player;
var facing = 'left';
var jumpTimer = 0;
var cursors;
var jumpButton;
var map;
var layer;
function create() {
game.physics.startSystem(Phaser.Physics.P2JS);
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 p2 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.p2.convertTilemap(map, layer);
game.physics.p2.restitution = 0.5;
game.physics.p2.gravity.y = 300;
player = game.add.sprite(100, 200, 'dude');
player.animations.add('left', [0, 1, 2, 3], 10, true);
player.animations.add('turn', [4], 20, true);
player.animations.add('right', [5, 6, 7, 8], 10, true);
game.physics.p2.enable(player);
player.body.fixedRotation = true;
// player.body.setMaterial(characterMaterial);
game.camera.follow(player);
cursors = game.input.keyboard.createCursorKeys();
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
}
function update() {
if (cursors.left.isDown)
{
player.body.moveLeft(200);
if (facing != 'left')
{
player.animations.play('left');
facing = 'left';
}
}
else if (cursors.right.isDown)
{
player.body.moveRight(200);
if (facing != 'right')
{
player.animations.play('right');
facing = 'right';
}
}
else
{
player.body.velocity.x = 0;
if (facing != 'idle')
{
player.animations.stop();
if (facing == 'left')
{
player.frame = 0;
}
else
{
player.frame = 5;
}
facing = 'idle';
}
}
if (jumpButton.isDown && game.time.now > jumpTimer && checkIfCanJump())
{
player.body.moveUp(300);
jumpTimer = game.time.now + 750;
}
}
function checkIfCanJump() {
var yAxis = p2.vec2.fromValues(0, 1);
var result = false;
for (var i = 0; i < game.physics.p2.world.narrowphase.contactEquations.length; i++)
{
var c = game.physics.p2.world.narrowphase.contactEquations[i];
if (c.bodyA === player.body.data || c.bodyB === player.body.data)
{
var d = p2.vec2.dot(c.normalA, yAxis); // Normal dot Y-axis
if (c.bodyA === player.body.data) d *= -1;
if (d > 0.5) result = true;
}
}
return result;
}
function render() {
}