change physics to J2, set collisions on tree layer
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cbf40600c2
commit
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80
src/game.js
80
src/game.js
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@ -1,5 +1,7 @@
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var game = new Phaser.Game(1152, 704, Phaser.AUTO, '');
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var game = new Phaser.Game(1152, 850, Phaser.AUTO, '');
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var player;
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// http://talestolduntold.blogspot.com/2015/06/tilemaps-with-invisible-collision-layer.html
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game.state.add('play', {
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preload: function(){
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@ -15,67 +17,81 @@ game.state.add('play', {
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this.layers = {};
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},
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create: function(){
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game.physics.startSystem(Phaser.Physics.ARCADE);
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game.physics.startSystem(Phaser.Physics.P2JS);
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this.cursors = this.game.input.keyboard.createCursorKeys();
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this.createTileMap('forest1');
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this.createLayers('forest1');
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this.createPlayer();
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this.setCollisions();
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game.physics.p2.enable(this.player)
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},
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update: function(){
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this.playerMovement();
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game.debug.bodyInfo(this.player, 32, this.game.world.height - 100);
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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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},
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setCollisions: function(){
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game.physics.collide(this.player, this.layers['water']);
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game.physics.collide(this.player, this.layers['trees']);
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},
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createTileMap: function(map_name){
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/* CUSTOM METHODS VVVVV */
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createLayers: function(map_name){
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this.map = game.add.tilemap(map_name);
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this.map.addTilesetImage('kenney_complete', 'tiles');
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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['trees'] = this.map.createLayer('Trees');
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this.layers['misc'] = this.map.createLayer('Misc');
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// collisions
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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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tree_ids = [181,182,208,209, 183];
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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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}
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},
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createPlayer: function(){
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this.player = game.add.sprite(50, 50, 'character');
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game.physics.arcade.enable(this.player);
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player = game.add.sprite(80, 144, 'character');
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game.physics.enable(player);
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player.body.collideWorldBounds = true;
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player.animations.add('up', [9,10,11], 10, true);
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player.animations.add('down', [0,1,2], 10, true);
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player.animations.add('left', [3,4,5], 10, true);
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player.animations.add('right', [6,7,8], 10, true);
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player.speed = 200;
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this.player.body.collideWorldBounds = true;
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this.player.animations.add('up', [9,10,11], 10, true);
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this.player.animations.add('down', [0,1,2], 10, true);
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this.player.animations.add('left', [3,4,5], 10, true);
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this.player.animations.add('right', [6,7,8], 10, true);
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this.player.speed = 200;
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},
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playerMovement: function(){
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this.player.body.velocity.y = 0;
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this.player.body.velocity.x = 0;
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player.body.velocity.y = 0;
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player.body.velocity.x = 0;
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if(this.cursors.up.isDown) {
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this.player.body.velocity.y -= this.player.speed;
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this.player.animations.play('up');
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player.body.velocity.y -= player.speed;
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player.animations.play('up');
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}
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else if(this.cursors.down.isDown) {
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this.player.body.velocity.y += this.player.speed;
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this.player.animations.play('down');
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player.body.velocity.y += player.speed;
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player.animations.play('down');
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}
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if(this.cursors.left.isDown) {
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this.player.body.velocity.x -= this.player.speed;
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this.player.animations.play('left');
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player.body.velocity.x -= player.speed;
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player.animations.play('left');
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}
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else if(this.cursors.right.isDown) {
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this.player.body.velocity.x += this.player.speed;
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this.player.animations.play('right');
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player.body.velocity.x += player.speed;
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player.animations.play('right');
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} else {
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this.player.animations.stop(null, true);
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player.animations.stop(null, true);
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}
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}
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