collide with other trees
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e96a101927
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src/game.js
32
src/game.js
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@ -3,6 +3,11 @@ var player;
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// http://talestolduntold.blogspot.com/2015/06/tilemaps-with-invisible-collision-layer.html
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// http://talestolduntold.blogspot.com/2015/06/tilemaps-with-invisible-collision-layer.html
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var TREE_IDS = [
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181, 182, 208, 209, 183, // Forest
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184, 185, 211, 212, 186, // Fall
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];
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game.state.add('play', {
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game.state.add('play', {
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preload: function(){
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preload: function(){
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game.load.spritesheet('character', 'assets/arrow_tileset.png', 32, 32);
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game.load.spritesheet('character', 'assets/arrow_tileset.png', 32, 32);
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@ -17,17 +22,21 @@ game.state.add('play', {
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this.layers = {};
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this.layers = {};
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},
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},
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create: function(){
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create: function(){
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// enable p2physics
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game.physics.startSystem(Phaser.Physics.P2JS);
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game.physics.startSystem(Phaser.Physics.P2JS);
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// use cursors for movement
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this.cursors = this.game.input.keyboard.createCursorKeys();
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this.cursors = this.game.input.keyboard.createCursorKeys();
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//make a layer
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this.createLayers('forest1');
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this.createLayers('forest1');
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this.createPlayer();
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this.createPlayer();
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game.physics.p2.enable(this.player)
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game.physics.p2.enable(this.player)
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},
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},
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update: function(){
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update: function(){
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this.playerMovement();
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this.playerMovement(); // move player
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// check for collider, how does this work, i'm not using arcade?
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game.physics.arcade.collide(player, this.layers['trees']);
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game.physics.arcade.collide(player, this.layers['trees']);
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game.debug.bodyInfo(player, 32, this.game.world.height - 100);
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game.debug.bodyInfo(player, 32, this.game.world.height - 100);
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@ -36,29 +45,26 @@ game.state.add('play', {
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/* CUSTOM METHODS VVVVV */
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/* CUSTOM METHODS VVVVV */
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createLayers: function(map_name){
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createLayers: function(map_name){
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// load the tilemap
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this.map = game.add.tilemap(map_name);
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this.map = game.add.tilemap(map_name);
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// apply the tileset
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this.map.addTilesetImage('kenney_complete', 'tiles');
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this.map.addTilesetImage('kenney_complete', 'tiles');
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// create all layers
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this.layers['water'] = this.map.createLayer('Water');
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this.layers['water'] = this.map.createLayer('Water');
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this.layers['ground'] = this.map.createLayer('Ground');
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this.layers['ground'] = this.map.createLayer('Ground');
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this.layers['trees'] = this.map.createLayer('Trees');
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this.layers['trees'] = this.map.createLayer('Trees');
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this.layers['misc'] = this.map.createLayer('Misc');
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this.layers['misc'] = this.map.createLayer('Misc');
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// collisions
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// collisions between trees
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this.layers['trees'].enableBody = true;
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this.map.collisionLayer = this.layers['trees'];
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game.physics.arcade.enable(this.layers['trees'], Phaser.Physics.ARCADE, true);
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game.physics.enable(this.layers['trees']);
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game.physics.p2.convertTilemap(this.map, "Trees");
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game.physics.p2.convertTilemap(this.map, "Trees");
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tree_ids = [181,182,208,209, 183];
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for (var i in tree_ids){
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for (var i in TREE_IDS){
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this.map.setCollision(tree_ids[i], true, "Trees");
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this.map.setCollision(TREE_IDS[i], true, "Trees");
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}
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}
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},
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},
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createPlayer: function(){
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createPlayer: function(){
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// create the character, enble physics on it, and add animations
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player = game.add.sprite(80, 144, 'character');
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player = game.add.sprite(80, 144, 'character');
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game.physics.enable(player);
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game.physics.enable(player);
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@ -72,9 +78,11 @@ game.state.add('play', {
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},
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},
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playerMovement: function(){
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playerMovement: function(){
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// zero out velocity
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player.body.velocity.y = 0;
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player.body.velocity.y = 0;
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player.body.velocity.x = 0;
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player.body.velocity.x = 0;
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// standard move and animate code.
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if(this.cursors.up.isDown) {
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if(this.cursors.up.isDown) {
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player.body.velocity.y -= player.speed;
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player.body.velocity.y -= player.speed;
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player.animations.play('up');
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player.animations.play('up');
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