var game =newPhaser.Game(800,600, Phaser.AUTO,'phaser-example',{ preload: preload, create: create, update: update, render: render });functionpreload(){
game.load.tilemap('level3','assets/tilemaps/maps/cybernoid.json',null, Phaser.Tilemap.TILED_JSON);
game.load.image('tiles','assets/tilemaps/tiles/cybernoid.png',16,16);
game.load.image('phaser','assets/sprites/phaser-ship.png');
game.load.image('chunk','assets/sprites/chunk.png');}var map;var layer;var cursors;var sprite;var emitter;functioncreate(){// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
map = game.add.tilemap('level3');
map.addTilesetImage('CybernoidMap3BG_bank.png','tiles');
layer = map.createLayer(0);// Basically this sets EVERY SINGLE tile to fully collide on all faces
map.setCollisionByExclusion([7,32,35,36,47]);
layer.resizeWorld();
cursors = game.input.keyboard.createCursorKeys();
emitter = game.add.emitter(0,0,200);
emitter.makeParticles('chunk');
emitter.minRotation =0;
emitter.maxRotation =0;
emitter.gravity =150;
emitter.bounce.setTo(0.5,0.5);
sprite = game.add.sprite(300,90,'phaser');
sprite.anchor.set(0.5);
game.physics.enable(sprite);// Because both our body and our tiles are so tiny,// and the body is moving pretty fast, we need to add// some tile padding to the body. WHat this does
sprite.body.tilePadding.set(32,32);
game.camera.follow(sprite);}functionparticleBurst(){
emitter.x = sprite.x;
emitter.y = sprite.y;
emitter.start(true,2000,null,1);}functionupdate(){
game.physics.arcade.collide(sprite, layer);
game.physics.arcade.collide(emitter, layer);
sprite.body.velocity.x =0;
sprite.body.velocity.y =0;if(cursors.up.isDown){
sprite.body.velocity.y =-200;particleBurst();}elseif(cursors.down.isDown){
sprite.body.velocity.y =200;particleBurst();}if(cursors.left.isDown){
sprite.body.velocity.x =-200;
sprite.scale.x =-1;particleBurst();}elseif(cursors.right.isDown){
sprite.body.velocity.x =200;
sprite.scale.x =1;particleBurst();}}functionrender(){// game.debug.body(sprite);}