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var game = new Phaser.Game(512, 512, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('bar', 'assets/maps/bar.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('cafe_tiles', 'assets/tiles/cafe.png');
game.load.image('wall_tiles', 'assets/tiles/cafewall.png');
game.load.atlas('player', 'assets/sprites/tremel.png', 'assets/sprites/tremel.json');
}
var map;
var layer_wall;
var layer_sol;
var layer_couche_1;
var layer_couche_2;
var layer_couche_3;
var keys;
var sprite;
var marker;
var player;
function create() {
game.physics.startSystem(Phaser.Physics.ARCADE);
map = game.add.tilemap('bar');
map.addTilesetImage('bar', 'cafe_tiles');
map.addTilesetImage('cafewall', 'wall_tiles');
layer_sol = map.createLayer('sol');
layer_wall = map.createLayer('wall');
layer_couche_1 = map.createLayer('couche_1');
layer_couche_2 = map.createLayer('couche_2');
layer_couche_3 = map.createLayer('couche_3');
map.setCollisionBetween(1, 1000, true, layer_wall);
map.setCollisionBetween(1, 1000, true, layer_couche_1);
map.setCollisionBetween(1, 1000, true, layer_couche_2);
map.setCollisionBetween(1, 1000, true, layer_couche_3);
layer_couche_1.debug = true;
layer_couche_2.debug = true;
layer_couche_3.debug = true;
layer_wall.debug = true;
layer_sol.resizeWorld();
player = game.add.sprite(200, 200, 'player', 'tremel1');
player.animations.add('walk_down', Phaser.Animation.generateFrameNames('tremel', 1, 4, '', 1), 30, true);
player.animations.add('walk_up', Phaser.Animation.generateFrameNames('tremel', 13, 16, '', 1), 30, true);
player.animations.add('walk_left', Phaser.Animation.generateFrameNames('tremel', 5, 8, '', 1), 30, true);
player.animations.add('walk_right', Phaser.Animation.generateFrameNames('tremel', 9, 12, '', 1), 30, true);
game.physics.arcade.enable(player);
player.body.collideWorldBounds = true;
keys = game.input.keyboard.createCursorKeys();
}
function update()
{
game.physics.arcade.collide(player, layer_couche_1);
if(keys.left.isDown)
{
player.x -= 3;
player.animations.play('walk_left', 8, true);
}
else if(keys.right.isDown) {
player.x += 3;
player.animations.play('walk_right', 8, true);
}
else if(keys.up.isDown)
{
player.y -= 3;
player.animations.play('walk_up', 8, true);
}
else if(keys.down.isDown)
{
player.y += 3;
player.animations.play('walk_down', 8, true);
}
else
{
player.animations.stop()
}
} |
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