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main.js

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Jul 10th, 2017
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  1. var game = new Phaser.Game(640, 480, Phaser.AUTO, 'phaser-example', {preload: preload, create:create, update:update, render:render});
  2.  
  3. function preload(){
  4.     game.stage.backgroundColor = '#787878';
  5.     game.stage.smoothed = false;
  6.     game.load.tilemap('map1', 'assets/newmap.json', null, Phaser.Tilemap.TILED_JSON);
  7.     game.load.image('tiles', 'assets/sheet.png');
  8.     game.load.spritesheet('player', 'assets/testPlayer.png',24,26);
  9. }
  10.  
  11. var map;
  12. var layer;
  13. var gameWorld;
  14. var worldScale = 1;
  15. var keyDown = false;
  16. var controls = {};
  17. var playerSpeed = 150;
  18. var jumpTimer = 0;
  19.  
  20. function hitCoin(){
  21.     alert("I am an alert box!");
  22. }
  23.  
  24.  
  25. function create() {
  26.     game.physics.startSystem(Phaser.Physics.ARCADE);  
  27.     game.physics.arcade.gravity.y = 1400;
  28.  
  29.     map = game.add.tilemap('map1');
  30.     map.addTilesetImage('sheet', 'tiles');
  31.     layer = map.createLayer(0);
  32.     layer.scale.set(2);
  33.     layer.resizeWorld();
  34.  
  35.     map.setCollision([9], true);
  36.  
  37.     player = game.add.sprite(110, 100, 'player');
  38.     player.anchor.setTo(0.5,0.5);
  39.     player.animations.add('idle',[0,1],1,true);
  40.     player.animations.add('jump',[2],1,true);
  41.     player.animations.add('run',[3,4,5,6,7,8],7,true);
  42.     game.physics.arcade.enable(player);
  43.    // game.physics.enable(player, Phaser.Physics.ARCADE);
  44.     player.body.collideWorldBounds = true;
  45.     map.setTileIndexCallback(9, hitCoin, this);
  46.    
  47.     controls = {
  48.         right: game.input.keyboard.addKey(Phaser.Keyboard.D),
  49.         left: game.input.keyboard.addKey(Phaser.Keyboard.A),
  50.         up: game.input.keyboard.addKey(Phaser.Keyboard.W),
  51.  
  52.     };
  53. }
  54.  
  55. function update(){
  56.     game.physics.arcade.collide(player,layer);
  57.     game.physics.arcade.TILE_BIAS = 9;
  58.  
  59.     player.body.velocity.x = 0;
  60.  
  61.     if(controls.up.isDown && (player.body.onFloor() || player.body.touching.down)
  62.     && game.time.now > jumpTimer){
  63.         player.animations.play('jump');
  64.         player.body.velocity.y -= 600;
  65.         jumpTimer = game.time.now + 750;
  66.     }
  67.  
  68.     if(controls.right.isDown){
  69.         player.animations.play('run');
  70.         player.scale.setTo(1,1);
  71.         player.body.velocity.x += playerSpeed;
  72.     }
  73.  
  74.     if(controls.left.isDown){
  75.         player.animations.play('run');
  76.         player.scale.setTo(-1,1);
  77.         player.body.velocity.x -= playerSpeed;
  78.     }
  79.    
  80. }
  81.  
  82. function render(){
  83.     game.debug.text( "Platformer Game Test", 10, 20 );
  84.     game.debug.text( "X:"+player.body.x, 10, 40 );
  85.     game.debug.text( "Y:"+player.body.y, 10, 60 );
  86.     game.time.advancedTiming = true;  
  87.     game.debug.text(this.game.time.fps || '--', 2, 14, "#ffffff");
  88.  
  89. }
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