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Mar 15th, 2014
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  1. var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-game');
  2.  
  3. var speed = 4;
  4.  
  5. var player;
  6. var floor;
  7. var overHang;
  8. var tree;
  9. var background;
  10. var water;
  11.  
  12. var speedUp = 1;
  13. var floor_speed;
  14. var jumping = false;
  15.  
  16. var random = game.rnd.integerInRange(50, 100);
  17. var main_state = {
  18.  
  19.     preload: function () {
  20.         game.load.spritesheet('player', 'Sprite-Sheet.png', 100, 100, 2);
  21.         game.load.image('floor', 'floor5.png');
  22.         game.load.image('overhang', 'overHang2.png');
  23.         game.load.image('tree', 'Tree.png');
  24.         game.load.image('background', 'Background2.png');
  25.         game.load.image('water', 'water2.png');
  26.     },
  27.  
  28.     create: function () {
  29.  
  30.         //game.physics.arcade.gravity.y = 100;
  31.  
  32.         this.game.stage.backgroundColor = '#00CCFF';
  33.  
  34.         background = game.add.tileSprite(0, 0, 1024, 1024, 'background');
  35.         tree = game.add.tileSprite(0, -150, 1024, 1024, 'tree');
  36.  
  37.         floor = game.add.tileSprite(0, 0, 1024, 1024, 'floor');
  38.         game.physics.enable(floor, Phaser.Physics.ARCADE);
  39.         floor.collideWorldBounds = true;
  40.         floor.body.allowGravity = false;
  41.         floor.body.setSize(800, 50, 0, 0);
  42.  
  43.         water = game.add.group();
  44.         water.createMultiple(10, 'water');
  45.         water.physicsEnabled = true
  46.         water.enableBody = true;
  47.         water.physicsBodyType = Phaser.Physics.ARCADE;
  48.  
  49.         overHang = game.add.tileSprite(0, 0, 1024, 1024, 'overhang');
  50.  
  51.  
  52.         player = game.add.sprite(200, 450, 'player');
  53.         game.physics.enable([player], Phaser.Physics.ARCADE);
  54.         //player.body.gravity.y = 100;
  55.         //player.body.setSize(100,100)
  56.  
  57.         player.animations.add('run', [0, 1], 10, true);
  58.         player.animations.play('run', 10, true);
  59.  
  60.         this.timer = this.game.time.events.loop(random, this.addWater, this);
  61.     },
  62.  
  63.     update: function () {
  64.         // this.random = game.rnd.integerInRange(5000, 100000);
  65.         if (player.y < 450 && jumping == false) {
  66.             player.body.velocity.y += 10;
  67.         }
  68.         if (player.y > 450) {
  69.             player.body.y = 450;
  70.             player.body.velocity.y = 0;
  71.         }
  72.         if (game.input.keyboard.isDown(Phaser.Keyboard.W) && player.y == 450) {
  73.             jumping = true;
  74.             player.body.velocity.y = -500;
  75.             jumping = false;
  76.         }
  77.         if (game.input.keyboard.isDown(Phaser.Keyboard.S) && player.y < 450) {
  78.             player.body.velocity.y = 700;
  79.         }
  80.         floor.tilePosition.x -= 5;
  81.         overHang.tilePosition.x -= 5;
  82.         tree.tilePosition.x -= 5;
  83.         background.tilePosition.x -= 1;
  84.         //console.log(player.y);
  85.  
  86.         speedUp += 0.01;
  87.     },
  88.     addFloor: function () {
  89.         var floor = this.floor.getFirstDead();
  90.         floor.reset(800, 400);
  91.         floor.body.velocity.x = -200 * speedUp;
  92.         floor.outOfBoundsKill = true;
  93.     },
  94.     addWater: function () {
  95.         console.log("called");
  96.          water = water.getFirstDead();
  97.         water.reset(800, 400);
  98.         water.body.velocity.x = -200;
  99.         //water.physicsEnable = true;
  100.         //water.getAt(0).body.velocity.x= -200;
  101.     }
  102. };
  103.  
  104. game.state.add('main', main_state);
  105. game.state.start('main');
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