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<!DOCTYPE HTML>
<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);
Output 300px

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