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Dec 14th, 2013
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  1. // New game
  2. var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {
  3.   preload: preload, create: create, update: update, render: render
  4. });
  5.  
  6. function preload() {
  7.   // Map
  8.   game.load.tilemap('base', 'assets/maps/base.json', null, Phaser.Tilemap.TILED_JSON);
  9.   game.load.tileset('tilesheet', 'assets/maps/tilesheet.png', 16, 16);
  10. }
  11.  
  12. var gamepad,
  13.     map,
  14.     tileset,
  15.     layers = [];
  16.  
  17. function create() {
  18.   map = game.add.tilemap('base');
  19.   tileset = game.add.tileset('tilesheet');
  20.  
  21.   for (var i = 0; i < map.layers.length; ++i) {
  22.     layers[i] = game.add.tilemapLayer(0, 0, map.layers[i].width * tileset.tileWidth, map.layers[i].height * tileset.tileHeight, tileset, map, i);
  23.     layers[i].fixedToCamera = false;
  24.     layers[i].resizeWorld();
  25.   }
  26.   // Keyboard
  27.   cursors = game.input.keyboard.createCursorKeys();
  28.  
  29.   // Gamepad setup
  30.   gamepad = new Gamepad();
  31.   console.log(gamepad);
  32.  
  33.   gamepad.bind(Gamepad.Event.BUTTON_DOWN, function(e) {
  34.     // e.control of gamepad e.gamepad pressed down
  35.     console.log(e);
  36.   });
  37.  
  38.   // Just in case
  39.   if (!gamepad.init())
  40.     alert('Your browser does not support gamepads.');
  41. }
  42.  
  43. function update() {
  44.   if (cursors.left.isDown) {
  45.     game.camera.x -= 8;
  46.   }
  47.   else if (cursors.right.isDown) {
  48.     game.camera.x += 8;
  49.   }
  50.  
  51.   if (cursors.up.isDown) {
  52.     game.camera.y -= 8;
  53.   }
  54.   else if (cursors.down.isDown) {
  55.     game.camera.y += 8;
  56.   }
  57. }
  58.  
  59. function render() {
  60. }
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