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moonlight-skulk/moonlight/js/moonlight-skulk.js

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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
var moonlightSettings = {
'map' : {
'tilesets': [
{ 'name': 'Macks-tilea2',
'path': 'gfx/Macks-tilea2.png'
},
{ 'name': 'Macks-tilea3',
'path': 'gfx/Macks-tilea3.png'
}
],
'collisionRange': [385, 512],
'path': 'gfx/junkmap.json'
},
'images': [
{ 'name': 'moogle',
'path': 'gfx/moogle.png'
}
],
'spritesheets': [
]
};
function preload()
{
console.log(moonlightSettings);
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
this.load.image(ts['name'], ts['path']);
}
for (var k in moonlightSettings['images']) {
var i = moonlightSettings['images'][k];
this.load.image(i['name'], i['path']);
}
this.load.tilemap('map',
moonlightSettings['map']['path'],
null,
Phaser.Tilemap.TILED_JSON);
}
function create()
{
map = this.add.tilemap('map');
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
map.addTilesetImage(ts['name']);
}
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
map.setCollisionBetween(
moonlightSettings['map']['collisionRange'][0],
moonlightSettings['map']['collisionRange'][1]
);
player = this.add.sprite(10, 10, 'moogle');
this.physics.arcade.enable(player);
this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
controls = game.input.keyboard.createCursorKeys();
}
function check_input()
{
if ( player.body.x < 0 )
player.body.x = 0;
if ( player.body.y < 0 )
player.body.y = 0;
if ( (player.body.x + player.body.width) > game.world.width )
player.body.x = ( game.world.width - player.body.width);
if ( (player.body.y + player.body.height) > game.world.height )
player.body.y = ( game.world.height - player.body.height);
player.body.velocity.x = 0;
player.body.velocity.y = 0;
if ( controls.up.isDown) {
player.body.velocity.y = -200;
} else if ( controls.down.isDown ) {
player.body.velocity.y = 200;
}
if ( controls.left.isDown ) {
player.body.velocity.x = -200;
} else if ( controls.right.isDown ) {
player.body.velocity.x = 200;
}
}
function update()
{
check_input();
this.physics.arcade.collide(player, layer);
}