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- // (width, height, Phaser.<TYPE>, name-for-html, { preload: preload ... });
- var game = new Phaser.Game(800, 600, Phaser.AUTO, 'pinhead phil', { preload: preload, create: create, update: update });
- var dude;
- var platforms;
- var cursors;
- var jumpButton;
- var facing = 'left';
- function preload () {
- this.load.image('sky', 'sky.png');
- this.load.image('ground', '/assets/platform.png'); // adding ground asset
- this.load.image('star', 'star.png'); // adding star asset
- this.load.image('bomb', 'bomb.png'); // adding bomb asset
- /*
- 'dude' is loaded as a sprite sheet
- because it contains animation frames for movement
- an image would just load the same as above
- but use spritesheets, they have a n i m a t i o n s already
- */
- this.load.spritesheet('dude',
- '/assets/dude.png',
- { frameWidth: 32, frameHeight: 48 }
- );
- }
- // adds to display
- function create ()
- {
- // S T A R T . Y O U R . E N G I N E S .
- game.physics.startSystem(Phaser.Physics.ARCADE);
- this.add.image(0, 0, 'sky') // loading sky asset
- game.physics.arcade.gravity.y = 1000; // world gravity
- // w o r l d . b o u n d s
- //game.world.setBounds(0,0,1280, 600);
- // p l a t f o r m . g r o u p .
- platforms = game.add.physicsGroup();
- game.physics.enable(platforms, Phaser.Physics.ARCADE);
- platforms.create(75, 400, 'ground');
- platforms.create(350, 500, 'ground');
- platforms.setAll('body.immovable', true);
- platforms.setAll('body.allowGravity', false);
- // p l a y e r . c o n f i g .
- dude = game.add.sprite(100, 100, 'dude'); // player
- game.physics.enable(dude, Phaser.Physics.ARCADE); // add physics to dude
- dude.body.gravity.y = 10000;
- dude.body.bounce.y = 0.3;
- dude.body.collideWorldBounds = false;
- // c a m e r a . f o l l o w .
- game.camera.follow(dude);
- // a n i m a t i o n s
- dude.animations.add('left', [0, 1, 2, 3], 10, true);
- dude.animations.add('turn', [4], 20, true);
- dude.animations.add('right', [5, 6, 7, 8], 10, true);
- // c a m e r a
- game.camera.follow(dude) // camera follow (<object>);
- // K E Y . R E G I S T E R .
- cursors = game.input.keyboard.createCursorKeys(); // creates the arrow keys
- jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACE); // space key for jump
- }
- function update ()
- {
- game.physics.arcade.collide(platforms, dude);
- // v e l o c i t y . v a l u e s .
- dude.body.velocity.x = 0;
- dude.body.velocity.y = 0;
- // m o v e m e n t . c o n t r o l s .
- // move left
- if (cursors.left.isDown)
- {
- dude.body.velocity.x = -75;
- if (facing != 'left')
- {
- dude.animations.play('left');
- facing = 'left';
- }
- }
- // move right
- else if (cursors.right.isDown)
- {
- dude.body.velocity.x = 75;
- if (facing != 'right')
- {
- dude.animations.play('right');
- facing = 'right';
- }
- }
- else
- {
- if (facing != 'idle')
- {
- dude.animations.stop() // stop animations
- if (facing === 'left')
- {
- dude.frame = 0;
- }
- else if (facing == 'right')
- {
- dude.frame = 5;
- }
- }
- }
- // jump
- if (jumpButton.isDown && player.body.onFloor())
- {
- dude.body.velocity.y = 1000000;
- }
- }
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