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var config = { type: Phaser.WEBGL, width: 800, height: 576, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, physics: { default: 'arcade', arcade: { gravity: { y: 300 } } }, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var map; var cursors; var debugGraphics; var text; var player; var showDebug = false; var groundLayer; var coinLayer; var coinsCollected = 0; function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 }); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tile-collision-test.json'); this.load.image('player', 'assets/sprites/phaser-dude.png'); } function create () { map = this.make.tilemap({ key: 'map' }); var groundTiles = map.addTilesetImage('ground_1x1'); var coinTiles = map.addTilesetImage('coin'); map.createLayer('Background Layer', groundTiles, 0, 0); groundLayer = map.createLayer('Ground Layer', groundTiles, 0, 0); coinLayer = map.createLayer('Coin Layer', coinTiles, 0, 0); groundLayer.setCollisionBetween(1, 25); // This will set Tile ID 26 (the coin tile) to call the function "hitCoin" when collided with coinLayer.setTileIndexCallback(26, hitCoin, this); // This will set the map location (2, 0) to call the function "hitSecretDoor" Un-comment this to // be jump through the ceiling above where the player spawns. You can use this to create a // secret area. groundLayer.setTileLocationCallback(2, 0, 1, 1, hitSecretDoor, this); player = this.physics.add.sprite(80, 70, 'player') .setBounce(0.1); // We want the player to physically collide with the ground, but the coin layer should only // trigger an overlap so that collection a coin doesn'td kill player movement. this.physics.add.collider(player, groundLayer); this.physics.add.overlap(player, coinLayer); this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels); this.cameras.main.startFollow(player); debugGraphics = this.add.graphics(); this.input.keyboard.on('keydown-C', function (event) { showDebug = !showDebug; drawDebug(); }); cursors = this.input.keyboard.createCursorKeys(); text = this.add.text(16, 16, '', { fontSize: '20px', fill: '#ffffff' }); text.setScrollFactor(0); updateText(); } function hitCoin (sprite, tile) { coinLayer.removeTileAt(tile.x, tile.y); coinsCollected += 1; updateText(); // Return true to exit processing collision of this tile vs the sprite - in this case, it // doesn't matter since the coin tiles are not set to collide. return false; } function hitSecretDoor (sprite, tile) { tile.alpha = 0.25; // Return true to exit processing collision of this tile vs the sprite - here, we want to allow // the player jump "through" the block and not collide. return true; } function update (time, delta) { // Horizontal movement player.body.setVelocityX(0); if (cursors.left.isDown) { player.body.setVelocityX(-200); } else if (cursors.right.isDown) { player.body.setVelocityX(200); } // Jumping if ((cursors.space.isDown || cursors.up.isDown) && player.body.onFloor()) { player.body.setVelocityY(-300); } } function drawDebug () { debugGraphics.clear(); if (showDebug) { // Pass in null for any of the style options to disable drawing that component groundLayer.renderDebug(debugGraphics, { tileColor: null, // Non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges }); } updateText(); } function updateText () { text.setText( 'Arrow keys to move. Space to jump' + '\nPress "C" to toggle debug visuals: ' + (showDebug ? 'on' : 'off') + '\nCoins collected: ' + coinsCollected ); }
var config = {
type: Phaser.WEBGL,
width: 800,
height: 576,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
pixelArt: true,
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
},
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var map;
var cursors;
var debugGraphics;
var text;
var player;
var showDebug = false;
var groundLayer;
var coinLayer;
var coinsCollected = 0;
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tile-collision-test.json');
this.load.image('player', 'assets/sprites/phaser-dude.png');
}
function create ()
{
map = this.make.tilemap({ key: 'map' });
var groundTiles = map.addTilesetImage('ground_1x1');
var coinTiles = map.addTilesetImage('coin');
map.createLayer('Background Layer', groundTiles, 0, 0);
groundLayer = map.createLayer('Ground Layer', groundTiles, 0, 0);
coinLayer = map.createLayer('Coin Layer', coinTiles, 0, 0);
groundLayer.setCollisionBetween(1, 25);
// This will set Tile ID 26 (the coin tile) to call the function "hitCoin" when collided with
coinLayer.setTileIndexCallback(26, hitCoin, this);
// This will set the map location (2, 0) to call the function "hitSecretDoor" Un-comment this to
// be jump through the ceiling above where the player spawns. You can use this to create a
// secret area.
groundLayer.setTileLocationCallback(2, 0, 1, 1, hitSecretDoor, this);
player = this.physics.add.sprite(80, 70, 'player')
.setBounce(0.1);
// We want the player to physically collide with the ground, but the coin layer should only
// trigger an overlap so that collection a coin doesn'td kill player movement.
this.physics.add.collider(player, groundLayer);
this.physics.add.overlap(player, coinLayer);
this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
this.cameras.main.startFollow(player);
debugGraphics = this.add.graphics();
this.input.keyboard.on('keydown-C', function (event)
{
showDebug = !showDebug;
drawDebug();
});
cursors = this.input.keyboard.createCursorKeys();
text = this.add.text(16, 16, '', {
fontSize: '20px',
fill: '#ffffff'
});
text.setScrollFactor(0);
updateText();
}
function hitCoin (sprite, tile)
{
coinLayer.removeTileAt(tile.x, tile.y);
coinsCollected += 1;
updateText();
// Return true to exit processing collision of this tile vs the sprite - in this case, it
// doesn't matter since the coin tiles are not set to collide.
return false;
}
function hitSecretDoor (sprite, tile)
{
tile.alpha = 0.25;
// Return true to exit processing collision of this tile vs the sprite - here, we want to allow
// the player jump "through" the block and not collide.
return true;
}
function update (time, delta)
{
// Horizontal movement
player.body.setVelocityX(0);
if (cursors.left.isDown)
{
player.body.setVelocityX(-200);
}
else if (cursors.right.isDown)
{
player.body.setVelocityX(200);
}
// Jumping
if ((cursors.space.isDown || cursors.up.isDown) && player.body.onFloor())
{
player.body.setVelocityY(-300);
}
}
function drawDebug ()
{
debugGraphics.clear();
if (showDebug)
{
// Pass in null for any of the style options to disable drawing that component
groundLayer.renderDebug(debugGraphics, {
tileColor: null, // Non-colliding tiles
collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles
faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
});
}
updateText();
}
function updateText ()
{
text.setText(
'Arrow keys to move. Space to jump' +
'\nPress "C" to toggle debug visuals: ' + (showDebug ? 'on' : 'off') +
'\nCoins collected: ' + coinsCollected
);
}