wip/tilemap2
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
// 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('tiles2', 'assets/tilemaps/tiles/tiles2.png');
game.load.image('ufo', 'assets/sprites/ufo.png');
game.load.image('ship', 'assets/sprites/thrust_ship2.png');
}
var ship;
var map;
var layer;
var cursors;
var dump;
function create() {
game.stage.backgroundColor = '#2d2d2d';
// map = game.add.tilemap('map');
// map.addTilesetImage('ground_1x1');
// map.addTilesetImage('tiles2');
// map.setCollisionBetween(1, 12);
// layer = map.createLayer('Tile Layer 1');
// layer.resizeWorld();
// dump = map.generateCollisionData(layer);
ship = game.add.sprite(200, 200, 'ship');
ship.physicsEnabled = true;
// We do this because our ship is shaped like a triangle, not a square :)
ship.body.addPolygon({}, 29, 23 , 0, 23 , 14, 1);
// ship.body.setCircle(32);
// ship.body.setCircle(32, 20, 20);
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
if (cursors.left.isDown)
{
ship.body.rotateLeft(100);
}
else if (cursors.right.isDown)
{
ship.body.rotateRight(100);
}
else
{
ship.body.setZeroRotation();
}
if (cursors.up.isDown)
{
ship.body.thrust(400);
}
else if (cursors.down.isDown)
{
ship.body.reverse(400);
}
}
function render() {
// for (var i = 0, len = dump.length; i < len; i++)
// {
// game.debug.physicsBody(dump[i]);
// }
game.debug.physicsBody(ship.body);
}