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- var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'bamm', { preload: preload, create: create, update: update });
- function preload() {
- 'use strict';
- game.load.image('player', 'assets/sprites/player.png');
- game.load.tilemap('tilemap', 'assets/terrain/terrain.json', null, Phaser.Tilemap.TILED_JSON);
- game.load.image('tiles', 'assets/terrain/tilesprite.png');
- }
- var player;
- var cursors;
- var wasd;
- var diagnolspd;
- var spd;
- var map;
- var collision;
- var ground;
- function create() {
- 'use strict';
- map = game.add.tilemap('tilemap');
- map.addTilesetImage('tilesprite', 'tiles');
- collision = map.createLayer('collision');
- ground = map.createLayer('ground');
- map.setCollisionBetween(1, 64, true, 'collision');
- ground.resizeWorld();
- game.physics.startSystem(Phaser.Physics.ARCADE);
- player = game.add.sprite(game.world.centerX, game.world.centerY, 'player');
- game.physics.arcade.enable(player);
- cursors = game.input.keyboard.createCursorKeys();
- wasd = {
- up: game.input.keyboard.addKey(Phaser.Keyboard.W),
- down: game.input.keyboard.addKey(Phaser.Keyboard.S),
- left: game.input.keyboard.addKey(Phaser.Keyboard.A),
- right: game.input.keyboard.addKey(Phaser.Keyboard.D)
- };
- diagnolspd = 350;
- spd = 400;
- game.camera.follow(player);
- }
- function update() {
- 'use strict';
- player.body.velocity.x = 0;
- player.body.velocity.y = 0;
- if (wasd.up.isDown && wasd.right.isDown) {
- player.body.moveUp(diagnolspd);
- player.body.moveRight(diagnolspd);
- } else if (wasd.up.isDown && wasd.left.isDown) {
- player.body.moveUp(diagnolspd);
- player.body.moveLeft(diagnolspd);
- } else if (wasd.down.isDown && wasd.right.isDown) {
- player.body.moveDown(diagnolspd);
- player.body.moveRight(diagnolspd);
- } else if (wasd.down.isDown && wasd.left.isDown) {
- player.body.moveDown(diagnolspd);
- player.body.moveLeft(diagnolspd);
- } else if (wasd.up.isDown) {
- player.body.moveUp(spd);
- } else if (wasd.down.isDown) {
- player.body.moveDown(spd);
- } else if (wasd.left.isDown) {
- player.body.moveLeft(spd);
- } else if (wasd.right.isDown) {
- player.body.moveRight(spd);
- }
- }
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