Update description of BasicPlatformer
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function update() { | |
// Using the physics.arcade system, check if 'player' is colliding | |
// with any tiles within 'layer'. If so, seperate them. | |
game.physics.arcade.collide(player, layer); | |
// Reset the x (horizontal) velocity | |
player.body.velocity.x = 0; | |
// Check if the left arrow key is being pressed | |
if (cursors.left.isDown) | |
{ | |
// Set the 'player' sprite's x velocity to a negative number: | |
// have it move left on the screen. | |
player.body.velocity.x = -hozMove; | |
// Check if 'facing' is not "left" | |
if (facing !== "left") | |
{ | |
// Set 'facing' to "left" | |
facing = "left"; | |
} | |
} | |
// Check if the right arrow key is being pressed | |
else if (cursors.right.isDown) | |
{ | |
// Set the 'player' sprite's x velocity to a positive number: | |
// have it move right on the screen. | |
player.body.velocity.x = hozMove; | |
// Check if 'facing' is not "right" | |
if (facing !== "right") | |
{ | |
// Set 'facing' to "right" | |
facing = "right"; | |
} | |
} | |
// Check if the jumpButton (SPACEBAR) is down AND | |
// if the 'player' physics body is onFloor (touching a tile) AND | |
// if the current game.time is greater than the value of 'jumpTimer' | |
// (Here, we need to make sure the player cannot jump while alreay in the air | |
// AND that jumping takes place while the sprite is colliding with | |
// a tile in order to jump off it.) | |
if (jumpButton.isDown && player.body.onFloor() && game.time.now > jumpTimer) | |
{ | |
// Set the 'player' sprite's y velocity to a negative number | |
// (vertMove is -90) and thus have it move up on the screen. | |
player.body.velocity.y = vertMove; | |
// Add 650 and the current time together and set that value to 'jumpTimer' | |
// (The 'jumpTimer' is how long in milliseconds between jumps. | |
// Here, that is 650 ms.) | |
jumpTimer = game.time.now + 650; | |
} | |
// Check if 'facing' is "left" | |
if (facing === "left") { | |
// Set the 'player' to the second (1) frame | |
// ('facing' is "left") | |
player.frame = 1; | |
} else { | |
// Set the 'player' to the first (0) frame | |
// ('facing' is "right"). | |
player.frame = 0; | |
} | |
} |
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