262 lines
6.0 KiB
JavaScript
262 lines
6.0 KiB
JavaScript
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
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var moonlightSettings = {
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'map' : {
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'tilesets': [
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{ 'name': 'Macks-tilea2',
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'path': 'gfx/Macks-tilea2.png'
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},
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{ 'name': 'Macks-tilea3',
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'path': 'gfx/Macks-tilea3.png'
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}
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],
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'collisionRange': [385, 512],
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'path': 'gfx/junkmap.json'
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},
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'images': [
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],
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'spritesheets': [
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{
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'name': 'player',
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'path': 'gfx/sprites/sprite-player.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-male-1',
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'path': 'gfx/sprites/sprite-townsfolk-male-1.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-male-2',
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'path': 'gfx/sprites/sprite-townsfolk-male-2.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-male-3',
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'path': 'gfx/sprites/sprite-townsfolk-male-3.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-male-4',
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'path': 'gfx/sprites/sprite-townsfolk-male-4.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-female-1',
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'path': 'gfx/sprites/sprite-townsfolk-female-1.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-female-2',
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'path': 'gfx/sprites/sprite-townsfolk-female-2.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-female-3',
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'path': 'gfx/sprites/sprite-townsfolk-female-3.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-female-4',
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'path': 'gfx/sprites/sprite-townsfolk-female-4.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-guard-1',
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'path': 'gfx/sprites/sprite-townsfolk-guard-1.png',
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'width': 32,
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'height': 32,
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'frames': 12
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},
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{
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'name': 'townsfolk-guard-2',
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'path': 'gfx/sprites/sprite-townsfolk-guard-2.png',
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'width': 32,
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'height': 32,
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'frames': 12
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}
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],
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'animations': {
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'bipedwalkdown': {
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'frames': [1, 2, 0],
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'speed': 4,
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'loop': true
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},
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'bipedwalkleft': {
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'frames': [4, 5, 3],
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'speed': 4,
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'loop': true
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},
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'bipedwalkright': {
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'frames': [7, 8, 6],
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'speed': 4,
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'loop': true
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},
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'bipedwalkup': {
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'frames': [10, 11, 9],
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'speed': 4,
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'loop': true
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},
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'bipedrundown': {
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'frames': [1, 2, 0],
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'speed': 12,
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'loop': true
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},
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'bipedrunleft': {
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'frames': [4, 5, 3],
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'speed': 12,
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'loop': true
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},
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'bipedrunright': {
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'frames': [7, 8, 6],
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'speed': 12,
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'loop': true
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},
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'bipedrunup': {
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'frames': [10, 11, 9],
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'speed': 12,
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'loop': true
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}
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}
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};
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function addAnimation(obj, anim)
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{
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a = moonlightSettings['animations'][anim]
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obj.animations.add(anim, a['frames'], a['speed'], a['loop'])
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}
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function preload()
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{
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for (var k in moonlightSettings['map']['tilesets']) {
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var ts = moonlightSettings['map']['tilesets'][k];
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this.load.image(ts['name'], ts['path']);
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}
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for (var k in moonlightSettings['images']) {
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var i = moonlightSettings['images'][k];
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this.load.image(i['name'], i['path']);
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}
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for (var k in moonlightSettings['spritesheets']) {
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var s = moonlightSettings['spritesheets'][k]
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game.load.spritesheet(s['name'], s['path'], s['width'], s['height'], s['frames'])
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}
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this.load.tilemap('map',
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moonlightSettings['map']['path'],
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null,
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Phaser.Tilemap.TILED_JSON);
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}
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function create()
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{
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map = this.add.tilemap('map');
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for (var k in moonlightSettings['map']['tilesets']) {
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var ts = moonlightSettings['map']['tilesets'][k];
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map.addTilesetImage(ts['name']);
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}
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layer = map.createLayer('Tile Layer 1');
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layer.resizeWorld();
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map.setCollisionBetween(
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moonlightSettings['map']['collisionRange'][0],
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moonlightSettings['map']['collisionRange'][1]
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);
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player = this.add.sprite(10, 10, 'player');
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addAnimation(player, 'bipedwalkleft');
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addAnimation(player, 'bipedwalkright');
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addAnimation(player, 'bipedwalkup');
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addAnimation(player, 'bipedwalkdown');
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addAnimation(player, 'bipedrunleft');
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addAnimation(player, 'bipedrunright');
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addAnimation(player, 'bipedrunup');
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addAnimation(player, 'bipedrundown');
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this.physics.arcade.enable(player);
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this.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);
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controls = game.input.keyboard.createCursorKeys();
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}
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function setSpriteMovement(spr, running, dir)
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{
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var x = 0;
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var y = 0;
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if ( running ) {
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x = 200;
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y = 200;
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spr.animations.play("bipedrun" + dir);
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} else {
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x = 75;
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y = 75;
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spr.animations.play("bipedwalk" + dir);
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}
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if ( dir == "left" ) {
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spr.body.velocity.x = -x;
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spr.body.velocity.y = 0;
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} else if ( dir == "right" ) {
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spr.body.velocity.x = x;
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spr.body.velocity.y = 0;
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} else if ( dir == "up" ) {
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spr.body.velocity.x = 0;
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spr.body.velocity.y = -y;
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} else if ( dir == "down" ) {
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spr.body.velocity.x = 0;
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spr.body.velocity.y = y;
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}
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}
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function check_input()
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{
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if ( player.body.x < 0 )
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player.body.x = 0;
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if ( player.body.y < 0 )
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player.body.y = 0;
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if ( (player.body.x + player.body.width) > game.world.width )
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player.body.x = ( game.world.width - player.body.width);
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if ( (player.body.y + player.body.height) > game.world.height )
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player.body.y = ( game.world.height - player.body.height);
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player.body.velocity.x = 0;
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player.body.velocity.y = 0;
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velocityMod = 0;
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runningSpeed = {true: 150, false: 75}
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if ( controls.up.isDown) {
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setSpriteMovement(player, controls.up.shiftKey, 'up');
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} else if ( controls.down.isDown ) {
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setSpriteMovement(player, controls.up.shiftKey, 'down');
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} else if ( controls.left.isDown ) {
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setSpriteMovement(player, controls.up.shiftKey, 'left');
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} else if ( controls.right.isDown ) {
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setSpriteMovement(player, controls.up.shiftKey, 'right');
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} else {
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player.animations.stop(null, true);
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}
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}
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function update()
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{
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check_input();
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this.physics.arcade.collide(player, layer);
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}
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