Create description of BasicPlatformer
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function create() { | |
// Make the background color of the game's stage be white (#FFFFFF) | |
game.stage.backgroundColor = '#FFFFFF'; | |
// Start the physics system ARCADE | |
game.physics.startSystem(Phaser.Physics.ARCADE); | |
// Add the tilemap 'map' to the game | |
map = game.add.tilemap('map'); | |
// Add the tileset image 'level' to the map | |
// (The name must match both an image in Phaser's cache | |
// and the name of an image withi the 'map.json' | |
// list of tilesets too.) | |
map.addTilesetImage('level'); | |
// Create a layer from the 'map.json' file | |
// based on 'Tile Layer 1' from the available tiles. | |
layer = map.createLayer('Tile Layer 1'); | |
// Set the collision range | |
// Here, the range is from 1 (the first tile) to the fifth (last tile). | |
map.setCollisionBetween(1, 5); | |
// Tell the layer to resize the game 'world' to match its size | |
layer.resizeWorld(); | |
// Create and add a sprite to the game at the position (2*48 x 6 *48) | |
// and using, in this case, the spritesheet 'character' | |
player = game.add.sprite(2 * 48, 6 * 48, 'character'); | |
// By default, sprites do not have a physics 'body' | |
// Before we can adjust its physics properties, | |
// we need to add a 'body' by enabling | |
// (As a second argument, we can specify the | |
// physics system to use too. However, since we | |
// started the Arcade system already, it will | |
// default to that.) | |
game.physics.enable(player); | |
// Set the amount of bounce on the physics body of the 'player' sprite | |
player.body.bounce.y = 0.1; | |
// Set the amount of gravity to apply to the physics body of the 'player' sprite | |
player.body.gravity.y = 96; | |
// Tell the game's camera to follow the 'player' sprite | |
game.camera.follow(player); | |
// Have the game create cursor keys (usually arrow keys) | |
// and save the reference to 'cursors' | |
cursors = game.input.keyboard.createCursorKeys(); | |
// Add a specifically named key to the input checked for. | |
// In this case, it is the Keyboard.SPACEBAR | |
jumpButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); | |
} |
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