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/csv/catastrophi_level2.csv', null, Phaser.Tilemap.CSV);
game.load.image('tiles', 'assets/tilemaps/tiles/catastrophi_tiles_16.png');
game.load.image('player', 'assets/sprites/tinycar.png');
}
var map;
var layer;
var cursors;
var player;
function create() {
game.physics.startSystem(Phaser.Physics.P2JS);
// Because we're loading CSV map data we have to specify the tile size here or we can't render it
map = game.add.tilemap('map', 16, 16);
// Now add in the tileset
map.addTilesetImage('tiles');
// Create our layer
layer = map.createLayer(0);
// Resize the world
layer.resizeWorld();
// This isn't totally accurate, but it'll do for now
map.setCollisionBetween(54, 83);
// 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);
// Player
player = game.add.sprite(48, 48, 'player');
game.physics.p2.enable(player);
game.physics.p2.setBoundsToWorld(true, true, true, true, false);
game.camera.follow(player);
// Allow cursors to scroll around the map
cursors = game.input.keyboard.createCursorKeys();
var help = game.add.text(16, 16, 'Arrows to move', { font: '14px Arial', fill: '#ffffff' });
help.fixedToCamera = true;
}
function update() {
if (cursors.left.isDown)
{
player.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
player.body.rotateRight(100);
}
else
{
player.body.setZeroRotation();
}
if (cursors.up.isDown)
{
player.body.thrust(400);
}
else if (cursors.down.isDown)
{
player.body.reverse(400);
}
}
function render() {
}