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- (function () {
- 'use strict';
- // constants
- var GAME_WIDTH = 1100, // 240
- GAME_HEIGHT = 1100, // 160
- DEBUG = true;
- /*var GAME_WIDTH = MapConstants.NUM_COLUMNS * MapConstants.TILE_SIZE, // 240
- GAME_HEIGHT = MapConstants.NUM_ROWS * MapConstants.TILE_SIZE, // 160
- DEBUG = true;*/
- // vars
- var _game = null,
- _map = null,
- _player = null,
- _ausgang = null,
- // controls
- _dpad = {
- up: null,
- right: null,
- down: null,
- left: null
- },
- _isUpPressed = false,
- _isRightPressed = false,
- _isDownPressed = false,
- _isLeftPressed = false,
- _keyboardInput = null;
- // auto initialization
- init();
- // init
- function init() {
- initPhaser();
- // uncomment the following lines
- // to use the HTML buttons
- //getDOMButtons();
- //addDOMListeners();
- }
- // phaser methods
- function initPhaser() {
- // add game
- _game = new Phaser.Game(
- GAME_WIDTH, GAME_HEIGHT,
- Phaser.CANVAS, 'phaser-js-test',
- {
- preload: preload,
- create: create,
- update: update,
- render: render
- }
- );
- // create map
- _map = new Map(_game);
- // create player
- _player = new Player(_game, _map);
- //Erschaffe Ausgang
- //_sammelobjekte = new Sammelobjekte(_game, _map);
- _ausgang = new Ausgang(_game, _map);
- }
- function preload() {
- _map.preload();
- _player.preload();
- _ausgang.preload();
- //_ojects.preload();
- }
- function create() {
- _game.physics.startSystem(Phaser.Physics.ARCADE);
- // set references
- _keyboardInput = _game.input.keyboard;
- //_game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
- //have the game centered horizontally
- //_game.scale.pageAlignHorizontally = true;
- //_game.scale.pageAlignVertically = true;
- // init game objects
- _map.init();
- _player.init();
- _ausgang.init()
- //_objects.init([{x,y},{x,y},{x,y},{x,y},{x,y},{x,y},{x,y},{}]);
- //Kopie player_init
- //_player.init({x: 1, y: 1})
- }
- function update() {
- _player.update(
- _keyboardInput.isDown(Phaser.Keyboard.UP) || _isUpPressed,
- _keyboardInput.isDown(Phaser.Keyboard.RIGHT) || _isRightPressed,
- _keyboardInput.isDown(Phaser.Keyboard.DOWN) || _isDownPressed,
- _keyboardInput.isDown(Phaser.Keyboard.LEFT) || _isLeftPressed
- );
- //_game.physics.arcade.overlap(Player, Ausgang, aufsammeln, null);
- }
- //aufsammeln: function(Player, Ausgang) {
- //console.log('Test');
- // findObjectsByType('SammelID', this.map, 'Spielobjekte');
- //forEach(function(element){
- //if(this.Sammelstatus== SammelID) {
- //aufsammelbares.destroy();
- // this.Sammelstatus++;
- // }
- //remove sprite
- //Ausgang.destroy();
- //},
- //Muss vorhanden sein, Inhalt deaktiviert, damit die Kollisionskacheln beim Spieler nicht angezeigt werden
- function render() {
- if(DEBUG) {
- _map.drawSurroundingCollisions();
- }
- }
- // dom methods
- function getDOMButtons() {
- _dpad.up = document.getElementById('dpad-up');
- _dpad.right = document.getElementById('dpad-right');
- _dpad.down = document.getElementById('dpad-down');
- _dpad.left = document.getElementById('dpad-left');
- }
- function addDOMListeners() {
- // pressed (mouse events)
- _dpad.up.addEventListener('mousedown', onUpPressed);
- _dpad.right.addEventListener('mousedown', onRightPressed);
- _dpad.down.addEventListener('mousedown', onDownPressed);
- _dpad.left.addEventListener('mousedown', onLeftPressed);
- // pressed (touch events)
- _dpad.up.addEventListener('touchstart', onUpPressed);
- _dpad.right.addEventListener('touchstart', onRightPressed);
- _dpad.down.addEventListener('touchstart', onDownPressed);
- _dpad.left.addEventListener('touchstart', onLeftPressed);
- // released (mouse events)
- _dpad.up.addEventListener('mouseup', onUpReleased);
- _dpad.right.addEventListener('mouseup', onRightReleased);
- _dpad.down.addEventListener('mouseup', onDownReleased);
- _dpad.left.addEventListener('mouseup', onLeftReleased);
- // released (mouse events)
- _dpad.up.addEventListener('touchend', onUpReleased);
- _dpad.right.addEventListener('touchend', onRightReleased);
- _dpad.down.addEventListener('touchend', onDownReleased);
- _dpad.left.addEventListener('touchend', onLeftReleased);
- }
- function onUpPressed() {
- _isUpPressed = true;
- }
- function onRightPressed() {
- _isRightPressed = true;
- }
- function onDownPressed() {
- _isDownPressed = true;
- }
- function onLeftPressed() {
- _isLeftPressed = true;
- }
- function onUpReleased() {
- _isUpPressed = false;
- }
- function onRightReleased() {
- _isRightPressed = false;
- }
- function onDownReleased() {
- _isDownPressed = false;
- }
- function onLeftReleased() {
- _isLeftPressed = false;
- }
- })();
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