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Apr 15th, 2021
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  1. 'use strict'
  2. const Game = new Phaser.Game(1920, 960, Phaser.AUTO, 'game-canvas', { preload, create, update })
  3.  
  4. let player, cursors, ground, NPC, layer1, quest = 0, background, isActive = true
  5.  
  6. let map1, map2
  7.  
  8. let x = 50
  9. let y = 50
  10.  
  11.  
  12.  
  13.  
  14.  
  15.  
  16.  
  17. const speed = 2
  18.  
  19.  
  20. let n = 0
  21.  
  22.  
  23. function preload() {
  24.  
  25. Game.load.spritesheet('player','./assets/spritesheets/super_mario.png', 291 / 3, 572 / 4)
  26. Game.load.spritesheet('enemy','./assets/spritesheets/enemies.png', 360 / 5, 144 / 2)
  27. Game.load.tilemap('level1', './levels/level1.json', null, Phaser.Tilemap.TILED_JSON)
  28. // Game.load.tilemap('map2', './levels/map2.json', null, Phaser.Tilemap.TILED_JSON)
  29. Game.load.image('tileset', './tilemaps/32x32_tileset_mario.png')
  30. Game.load.image('coin', './assets/collectables/coin.png')
  31. Game.load.image('background', './assets/backgrounds/level1.png')
  32.  
  33.  
  34.  
  35. }
  36.  
  37.  
  38. function create() {
  39.  
  40. Game.physics.startSystem(Phaser.Physics.ARCADE)
  41. NPC = Game.add.group()
  42. NPC.enableBody = true
  43.  
  44.  
  45.  
  46.  
  47. cursors = Game.input.keyboard.createCursorKeys()
  48.  
  49. stage1()
  50.  
  51.  
  52.  
  53. }
  54.  
  55. function stage1(){
  56.  
  57.  
  58. Game.add.image(0,0,'background')
  59.  
  60.  
  61.  
  62. map1 = Game.add.tilemap('level1')
  63.  
  64. map1.addTilesetImage('32x32_tileset_mario','tileset')
  65.  
  66. map1.setCollisionByExclusion([])
  67.  
  68.  
  69.  
  70. ground = map1.createLayer(0)
  71.  
  72.  
  73.  
  74. // layer1 = map1.createLayer(1)
  75.  
  76. // map1.setTileIndexCallback(392, pK1);
  77.  
  78.  
  79.  
  80. enemyCreate()
  81.  
  82.  
  83.  
  84.  
  85. player = Game.add.sprite(200, 800, 'player')
  86. player.anchor.setTo(0.5)
  87. player.scale.setTo(0.4)
  88. player.animations.add('fly', [0,1,2], 10, true)
  89.  
  90.  
  91.  
  92.  
  93. Game.physics.enable(player)
  94. player.body.collideWorldBounds = true
  95. player.body.gravity.y = 600;
  96.  
  97.  
  98.  
  99.  
  100.  
  101.  
  102. console.log("stage 1")
  103.  
  104.  
  105.  
  106.  
  107.  
  108.  
  109.  
  110.  
  111.  
  112.  
  113.  
  114. }
  115.  
  116. function enemyCreate(){
  117.  
  118. for(let i = 0; i < 3; i++){
  119.  
  120. NPC.create(x + 1300, 1940, 'player')
  121. x+= 200
  122.  
  123. NPC.scale.setTo(0.4)
  124.  
  125.  
  126.  
  127.  
  128. // NPC.body.immovable = true
  129.  
  130.  
  131. }
  132.  
  133. }
  134.  
  135.  
  136.  
  137. function update() {
  138.  
  139.  
  140.  
  141.  
  142.  
  143. Game.physics.arcade.collide(player, ground)
  144.  
  145. Game.physics.arcade.collide(player, NPC, NPCkill)
  146.  
  147.  
  148.  
  149.  
  150.  
  151.  
  152.  
  153.  
  154. if (cursors.up.isDown) {
  155.  
  156. player.y -= 8
  157.  
  158.  
  159. }
  160. if(cursors.right.isDown) {
  161.  
  162. player.body.velocity.x += speed;
  163. player.animations.play('fly')
  164.  
  165.  
  166. }
  167.  
  168. else if(cursors.left.isDown) {
  169.  
  170. player.body.velocity.x -= speed;
  171. player.animations.play('fly')
  172.  
  173.  
  174. } else {
  175. player.body.velocity.x = 0;
  176. player.frame = 0
  177.  
  178.  
  179. }
  180. }
  181.  
  182.  
  183. function NPCkill(player, enemy1){
  184.  
  185.  
  186. enemy1.kill()
  187.  
  188.  
  189.  
  190. }
  191.  
  192.  
  193.  
  194.  
  195.  
  196.  
  197.  
  198.  
  199.  
  200.  
  201.  
  202.  
  203.  
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