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- 'use strict'
- const Game = new Phaser.Game(1920, 960, Phaser.AUTO, 'game-canvas', { preload, create, update })
- let player, cursors, ground, NPC, layer1, quest = 0, background, isActive = true
- let map1, map2
- let x = 50
- let y = 50
- const speed = 2
- let n = 0
- function preload() {
- Game.load.spritesheet('player','./assets/spritesheets/super_mario.png', 291 / 3, 572 / 4)
- Game.load.spritesheet('enemy','./assets/spritesheets/enemies.png', 360 / 5, 144 / 2)
- Game.load.tilemap('level1', './levels/level1.json', null, Phaser.Tilemap.TILED_JSON)
- // Game.load.tilemap('map2', './levels/map2.json', null, Phaser.Tilemap.TILED_JSON)
- Game.load.image('tileset', './tilemaps/32x32_tileset_mario.png')
- Game.load.image('coin', './assets/collectables/coin.png')
- Game.load.image('background', './assets/backgrounds/level1.png')
- }
- function create() {
- Game.physics.startSystem(Phaser.Physics.ARCADE)
- NPC = Game.add.group()
- NPC.enableBody = true
- cursors = Game.input.keyboard.createCursorKeys()
- stage1()
- }
- function stage1(){
- Game.add.image(0,0,'background')
- map1 = Game.add.tilemap('level1')
- map1.addTilesetImage('32x32_tileset_mario','tileset')
- map1.setCollisionByExclusion([])
- ground = map1.createLayer(0)
- // layer1 = map1.createLayer(1)
- // map1.setTileIndexCallback(392, pK1);
- enemyCreate()
- player = Game.add.sprite(200, 800, 'player')
- player.anchor.setTo(0.5)
- player.scale.setTo(0.4)
- player.animations.add('fly', [0,1,2], 10, true)
- Game.physics.enable(player)
- player.body.collideWorldBounds = true
- player.body.gravity.y = 600;
- console.log("stage 1")
- }
- function enemyCreate(){
- for(let i = 0; i < 3; i++){
- NPC.create(x + 1300, 1940, 'player')
- x+= 200
- NPC.scale.setTo(0.4)
- // NPC.body.immovable = true
- }
- }
- function update() {
- Game.physics.arcade.collide(player, ground)
- Game.physics.arcade.collide(player, NPC, NPCkill)
- if (cursors.up.isDown) {
- player.y -= 8
- }
- if(cursors.right.isDown) {
- player.body.velocity.x += speed;
- player.animations.play('fly')
- }
- else if(cursors.left.isDown) {
- player.body.velocity.x -= speed;
- player.animations.play('fly')
- } else {
- player.body.velocity.x = 0;
- player.frame = 0
- }
- }
- function NPCkill(player, enemy1){
- enemy1.kill()
- }
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