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Phaser Coding Tips 3 (Platforms)
<html>
<head>
<meta name="description" content="Platformers Part 1" />
<title>Phaser Coding Tips Issue 3</title>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="chrome=1, IE=9">
<meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
<script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
</head>
<body>
<div id="game"></div>
<a href="http://phaser.io"><img src="http://files.phaser.io.s3.amazonaws.com/codingtips/issue001/phaser-tips-header1.png" title="Phaser Coding Tips Weekly" style="margin-top: 8px" /></a>
</body>
</html>
var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'game');
var PhaserGame = function () {
this.player = null;
this.platforms = null;
this.facing = 'left';
this.jumpTimer = 0;
this.cursors = null;
};
PhaserGame.prototype = {
init: function () {
this.game.renderer.renderSession.roundPixels = true;
this.physics.startSystem(Phaser.Physics.ARCADE);
this.physics.arcade.gravity.y = 800;
},
preload: function () {
// We need this because the assets are on Amazon S3
// Remove the next 2 lines if running locally
this.load.baseURL = 'http://files.phaser.io.s3.amazonaws.com/codingtips/issue003/';
this.load.crossOrigin = 'anonymous';
this.load.image('background', 'assets/background.png');
this.load.image('platform', 'assets/platform.png');
this.load.image('ice-platform', 'assets/ice-platform.png');
this.load.spritesheet('dude', 'assets/dude.png', 32, 48);
// Note: Graphics are Copyright 2015 Photon Storm Ltd.
},
create: function () {
this.add.sprite(0, 0, 'background');
this.platforms = this.add.physicsGroup();
this.platforms.create(0, 64, 'ice-platform');
this.platforms.create(200, 180, 'platform');
this.platforms.create(400, 296, 'ice-platform');
this.platforms.create(600, 412, 'platform');
this.platforms.setAll('body.allowGravity', false);
this.platforms.setAll('body.immovable', true);
this.platforms.setAll('body.velocity.x', 100);
this.player = this.add.sprite(320, 432, 'dude');
this.physics.arcade.enable(this.player);
this.player.body.collideWorldBounds = true;
this.player.body.setSize(20, 32, 5, 16);
this.player.animations.add('left', [0, 1, 2, 3], 10, true);
this.player.animations.add('turn', [4], 20, true);
this.player.animations.add('right', [5, 6, 7, 8], 10, true);
this.cursors = this.input.keyboard.createCursorKeys();
},
wrapPlatform: function (platform) {
if (platform.body.velocity.x < 0 && platform.x <= -160)
{
platform.x = 640;
}
else if (platform.body.velocity.x > 0 && platform.x >= 640)
{
platform.x = -160;
}
},
setFriction: function (player, platform) {
if (platform.key === 'ice-platform')
{
player.body.x -= platform.body.x - platform.body.prev.x;
}
},
update: function () {
this.platforms.forEach(this.wrapPlatform, this);
this.physics.arcade.collide(this.player, this.platforms, this.setFriction, null, this);
// Do this AFTER the collide check, or we won't have blocked/touching set
var standing = this.player.body.blocked.down || this.player.body.touching.down;
this.player.body.velocity.x = 0;
if (this.cursors.left.isDown)
{
this.player.body.velocity.x = -200;
if (this.facing !== 'left')
{
this.player.play('left');
this.facing = 'left';
}
}
else if (this.cursors.right.isDown)
{
this.player.body.velocity.x = 200;
if (this.facing !== 'right')
{
this.player.play('right');
this.facing = 'right';
}
}
else
{
if (this.facing !== 'idle')
{
this.player.animations.stop();
if (this.facing === 'left')
{
this.player.frame = 0;
}
else
{
this.player.frame = 5;
}
this.facing = 'idle';
}
}
if (standing && this.cursors.up.isDown && this.time.time > this.jumpTimer)
{
this.player.body.velocity.y = -500;
this.jumpTimer = this.time.time + 750;
}
}
};
game.state.add('Game', PhaserGame, true);
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