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var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000000', parent: 'phaser-example', physics: { default: 'matter', matter: { gravity: { y: 1 }, enableSleep: false, debug: true } }, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var playerController; var cursors; var text; var cam; var smoothedControls; // Smoothed horizontal controls helper. This gives us a value between -1 and 1 depending on how long // the player has been pressing left or right, respectively. var SmoothedHorionztalControl = new Phaser.Class({ initialize: function SmoothedHorionztalControl (speed) { this.msSpeed = speed; this.value = 0; }, moveLeft: function (delta) { if (this.value > 0) { this.reset(); } this.value -= this.msSpeed * delta; if (this.value < -1) { this.value = -1; } playerController.time.rightDown += delta; }, moveRight: function (delta) { if (this.value < 0) { this.reset(); } this.value += this.msSpeed * delta; if (this.value > 1) { this.value = 1; } }, reset: function () { this.value = 0; } }); function preload () { this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/matter-platformer.json'); this.load.image('kenney_redux_64x64', 'assets/tilemaps/tiles/kenney_redux_64x64.png'); this.load.spritesheet('player', 'assets/sprites/dude-cropped.png', { frameWidth: 32, frameHeight: 42 }); this.load.image('box', 'assets/sprites/box-item-boxed.png'); } function create () { var map = this.make.tilemap({ key: 'map' }); var tileset = map.addTilesetImage('kenney_redux_64x64'); var layer = map.createDynamicLayer(0, tileset, 0, 0); // Set up the layer to have matter bodies. Any colliding tiles will be given a Matter body. map.setCollisionByProperty({ collides: true }); this.matter.world.convertTilemapLayer(layer); this.matter.world.setBounds(map.widthInPixels, map.heightInPixels); this.matter.world.createDebugGraphic(); this.matter.world.drawDebug = false; cursors = this.input.keyboard.createCursorKeys(); smoothedControls = new SmoothedHorionztalControl(0.0005); // The player is a collection of bodies and sensors playerController = { matterSprite: this.matter.add.sprite(0, 0, 'player', 4), blocked: { left: false, right: false, bottom: false }, numTouching: { left: 0, right: 0, bottom: 0 }, sensors: { bottom: null, left: null, right: null }, time: { leftDown: 0, rightDown: 0 }, lastJumpedAt: 0, speed: { run: 7, jump: 10 } }; var M = Phaser.Physics.Matter.Matter; var w = playerController.matterSprite.width; var h = playerController.matterSprite.height; // The player's body is going to be a compound body: // - playerBody is the solid body that will physically interact with the world. It has a // chamfer (rounded edges) to avoid the problem of ghost vertices: http://www.iforce2d.net/b2dtut/ghost-vertices // - Left/right/bottom sensors that will not interact physically but will allow us to check if // the player is standing on solid ground or pushed up against a solid object. // Move the sensor to player center var sx = w / 2; var sy = h / 2; var playerBody = M.Bodies.rectangle(sx, sy, w * 0.75, h, { chamfer: { radius: 10 } }); playerController.sensors.bottom = M.Bodies.rectangle(sx, h, sx, 5, { isSensor: true }); playerController.sensors.left = M.Bodies.rectangle(sx - w * 0.45, sy, 5, h * 0.25, { isSensor: true }); playerController.sensors.right = M.Bodies.rectangle(sx + w * 0.45, sy, 5, h * 0.25, { isSensor: true }); var compoundBody = M.Body.create({ parts: [ playerBody, playerController.sensors.bottom, playerController.sensors.left, playerController.sensors.right ], friction: 0.01, restitution: 0.05 // Prevent body from sticking against a wall }); playerController.matterSprite .setExistingBody(compoundBody) .setFixedRotation() // Sets max inertia to prevent rotation .setPosition(630, 1000); this.matter.add.image(630, 750, 'box'); this.matter.add.image(630, 650, 'box'); this.matter.add.image(630, 550, 'box'); cam = this.cameras.main; cam.setBounds(0, 0, map.widthInPixels, map.heightInPixels); smoothMoveCameraTowards(playerController.matterSprite); this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('player', { start: 5, end: 8 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'idle', frames: this.anims.generateFrameNumbers('player', { start: 4, end: 4 }), frameRate: 10, repeat: -1 }); // Use matter events to detect whether the player is touching a surface to the left, right or // bottom. // Before matter's update, reset the player's count of what surfaces it is touching. this.matter.world.on('beforeupdate', function (event) { playerController.numTouching.left = 0; playerController.numTouching.right = 0; playerController.numTouching.bottom = 0; }); // Loop over the active colliding pairs and count the surfaces the player is touching. this.matter.world.on('collisionactive', function (event) { var playerBody = playerController.body; var left = playerController.sensors.left; var right = playerController.sensors.right; var bottom = playerController.sensors.bottom; for (var i = 0; i < event.pairs.length; i++) { var bodyA = event.pairs[i].bodyA; var bodyB = event.pairs[i].bodyB; if (bodyA === playerBody || bodyB === playerBody) { continue; } else if (bodyA === bottom || bodyB === bottom) { // Standing on any surface counts (e.g. jumping off of a non-static crate). playerController.numTouching.bottom += 1; } else if ((bodyA === left && bodyB.isStatic) || (bodyB === left && bodyA.isStatic)) { // Only static objects count since we don't want to be blocked by an object that we // can push around. playerController.numTouching.left += 1; } else if ((bodyA === right && bodyB.isStatic) || (bodyB === right && bodyA.isStatic)) { playerController.numTouching.right += 1; } } }); // Update over, so now we can determine if any direction is blocked this.matter.world.on('afterupdate', function (event) { playerController.blocked.right = playerController.numTouching.right > 0 ? true : false; playerController.blocked.left = playerController.numTouching.left > 0 ? true : false; playerController.blocked.bottom = playerController.numTouching.bottom > 0 ? true : false; }); this.input.on('pointerdown', function () { this.matter.world.drawDebug = !this.matter.world.drawDebug; this.matter.world.debugGraphic.visible = this.matter.world.drawDebug; }, this); text = this.add.text(16, 16, '', { fontSize: '20px', padding: { x: 20, y: 10 }, backgroundColor: '#ffffff', fill: '#000000' }); text.setScrollFactor(0); updateText(); } function update (time, delta) { var matterSprite = playerController.matterSprite; // Horizontal movement var oldVelocityX; var targetVelocityX; var newVelocityX; if (cursors.left.isDown && !playerController.blocked.left) { smoothedControls.moveLeft(delta); matterSprite.anims.play('left', true); // Lerp the velocity towards the max run using the smoothed controls. This simulates a // player controlled acceleration. oldVelocityX = matterSprite.body.velocity.x; targetVelocityX = -playerController.speed.run; newVelocityX = Phaser.Math.Linear(oldVelocityX, targetVelocityX, -smoothedControls.value); matterSprite.setVelocityX(newVelocityX); } else if (cursors.right.isDown && !playerController.blocked.right) { smoothedControls.moveRight(delta); matterSprite.anims.play('right', true); // Lerp the velocity towards the max run using the smoothed controls. This simulates a // player controlled acceleration. oldVelocityX = matterSprite.body.velocity.x; targetVelocityX = playerController.speed.run; newVelocityX = Phaser.Math.Linear(oldVelocityX, targetVelocityX, smoothedControls.value); matterSprite.setVelocityX(newVelocityX); } else { smoothedControls.reset(); matterSprite.anims.play('idle', true); } // Jumping & wall jumping // Add a slight delay between jumps since the sensors will still collide for a few frames after // a jump is initiated var canJump = (time - playerController.lastJumpedAt) > 250; if (cursors.up.isDown & canJump) { if (playerController.blocked.bottom) { matterSprite.setVelocityY(-playerController.speed.jump); playerController.lastJumpedAt = time; } else if (playerController.blocked.left) { // Jump up and away from the wall matterSprite.setVelocityY(-playerController.speed.jump); matterSprite.setVelocityX(playerController.speed.run); playerController.lastJumpedAt = time; } else if (playerController.blocked.right) { // Jump up and away from the wall matterSprite.setVelocityY(-playerController.speed.jump); matterSprite.setVelocityX(-playerController.speed.run); playerController.lastJumpedAt = time; } } smoothMoveCameraTowards(matterSprite, 0.9); updateText(); } function updateText () { text.setText([ 'Arrow keys to move. Press "Up" to jump.', 'You can wall jump!', 'Click to toggle rendering Matter debug.' // 'Debug:', // '\tBottom blocked: ' + playerController.blocked.bottom, // '\tLeft blocked: ' + playerController.blocked.left, // '\tRight blocked: ' + playerController.blocked.right ]); } function smoothMoveCameraTowards (target, smoothFactor) { if (smoothFactor === undefined) { smoothFactor = 0; } cam.scrollX = smoothFactor * cam.scrollX + (1 - smoothFactor) * (target.x - cam.width * 0.5); cam.scrollY = smoothFactor * cam.scrollY + (1 - smoothFactor) * (target.y - cam.height * 0.5); }
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#000000',
parent: 'phaser-example',
physics: {
default: 'matter',
matter: {
gravity: { y: 1 },
enableSleep: false,
debug: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var playerController;
var cursors;
var text;
var cam;
var smoothedControls;
// Smoothed horizontal controls helper. This gives us a value between -1 and 1 depending on how long
// the player has been pressing left or right, respectively.
var SmoothedHorionztalControl = new Phaser.Class({
initialize:
function SmoothedHorionztalControl (speed)
{
this.msSpeed = speed;
this.value = 0;
},
moveLeft: function (delta)
{
if (this.value > 0) { this.reset(); }
this.value -= this.msSpeed * delta;
if (this.value < -1) { this.value = -1; }
playerController.time.rightDown += delta;
},
moveRight: function (delta)
{
if (this.value < 0) { this.reset(); }
this.value += this.msSpeed * delta;
if (this.value > 1) { this.value = 1; }
},
reset: function ()
{
this.value = 0;
}
});
function preload ()
{
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/matter-platformer.json');
this.load.image('kenney_redux_64x64', 'assets/tilemaps/tiles/kenney_redux_64x64.png');
this.load.spritesheet('player', 'assets/sprites/dude-cropped.png', { frameWidth: 32, frameHeight: 42 });
this.load.image('box', 'assets/sprites/box-item-boxed.png');
}
function create ()
{
var map = this.make.tilemap({ key: 'map' });
var tileset = map.addTilesetImage('kenney_redux_64x64');
var layer = map.createDynamicLayer(0, tileset, 0, 0);
// Set up the layer to have matter bodies. Any colliding tiles will be given a Matter body.
map.setCollisionByProperty({ collides: true });
this.matter.world.convertTilemapLayer(layer);
this.matter.world.setBounds(map.widthInPixels, map.heightInPixels);
this.matter.world.createDebugGraphic();
this.matter.world.drawDebug = false;
cursors = this.input.keyboard.createCursorKeys();
smoothedControls = new SmoothedHorionztalControl(0.0005);
// The player is a collection of bodies and sensors
playerController = {
matterSprite: this.matter.add.sprite(0, 0, 'player', 4),
blocked: {
left: false,
right: false,
bottom: false
},
numTouching: {
left: 0,
right: 0,
bottom: 0
},
sensors: {
bottom: null,
left: null,
right: null
},
time: {
leftDown: 0,
rightDown: 0
},
lastJumpedAt: 0,
speed: {
run: 7,
jump: 10
}
};
var M = Phaser.Physics.Matter.Matter;
var w = playerController.matterSprite.width;
var h = playerController.matterSprite.height;
// The player's body is going to be a compound body:
// - playerBody is the solid body that will physically interact with the world. It has a
// chamfer (rounded edges) to avoid the problem of ghost vertices: http://www.iforce2d.net/b2dtut/ghost-vertices
// - Left/right/bottom sensors that will not interact physically but will allow us to check if
// the player is standing on solid ground or pushed up against a solid object.
// Move the sensor to player center
var sx = w / 2;
var sy = h / 2;
var playerBody = M.Bodies.rectangle(sx, sy, w * 0.75, h, { chamfer: { radius: 10 } });
playerController.sensors.bottom = M.Bodies.rectangle(sx, h, sx, 5, { isSensor: true });
playerController.sensors.left = M.Bodies.rectangle(sx - w * 0.45, sy, 5, h * 0.25, { isSensor: true });
playerController.sensors.right = M.Bodies.rectangle(sx + w * 0.45, sy, 5, h * 0.25, { isSensor: true });
var compoundBody = M.Body.create({
parts: [
playerBody, playerController.sensors.bottom, playerController.sensors.left,
playerController.sensors.right
],
friction: 0.01,
restitution: 0.05 // Prevent body from sticking against a wall
});
playerController.matterSprite
.setExistingBody(compoundBody)
.setFixedRotation() // Sets max inertia to prevent rotation
.setPosition(630, 1000);
this.matter.add.image(630, 750, 'box');
this.matter.add.image(630, 650, 'box');
this.matter.add.image(630, 550, 'box');
cam = this.cameras.main;
cam.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
smoothMoveCameraTowards(playerController.matterSprite);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('player', { start: 0, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('player', { start: 5, end: 8 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'idle',
frames: this.anims.generateFrameNumbers('player', { start: 4, end: 4 }),
frameRate: 10,
repeat: -1
});
// Use matter events to detect whether the player is touching a surface to the left, right or
// bottom.
// Before matter's update, reset the player's count of what surfaces it is touching.
this.matter.world.on('beforeupdate', function (event) {
playerController.numTouching.left = 0;
playerController.numTouching.right = 0;
playerController.numTouching.bottom = 0;
});
// Loop over the active colliding pairs and count the surfaces the player is touching.
this.matter.world.on('collisionactive', function (event)
{
var playerBody = playerController.body;
var left = playerController.sensors.left;
var right = playerController.sensors.right;
var bottom = playerController.sensors.bottom;
for (var i = 0; i < event.pairs.length; i++)
{
var bodyA = event.pairs[i].bodyA;
var bodyB = event.pairs[i].bodyB;
if (bodyA === playerBody || bodyB === playerBody)
{
continue;
}
else if (bodyA === bottom || bodyB === bottom)
{
// Standing on any surface counts (e.g. jumping off of a non-static crate).
playerController.numTouching.bottom += 1;
}
else if ((bodyA === left && bodyB.isStatic) || (bodyB === left && bodyA.isStatic))
{
// Only static objects count since we don't want to be blocked by an object that we
// can push around.
playerController.numTouching.left += 1;
}
else if ((bodyA === right && bodyB.isStatic) || (bodyB === right && bodyA.isStatic))
{
playerController.numTouching.right += 1;
}
}
});
// Update over, so now we can determine if any direction is blocked
this.matter.world.on('afterupdate', function (event) {
playerController.blocked.right = playerController.numTouching.right > 0 ? true : false;
playerController.blocked.left = playerController.numTouching.left > 0 ? true : false;
playerController.blocked.bottom = playerController.numTouching.bottom > 0 ? true : false;
});
this.input.on('pointerdown', function () {
this.matter.world.drawDebug = !this.matter.world.drawDebug;
this.matter.world.debugGraphic.visible = this.matter.world.drawDebug;
}, this);
text = this.add.text(16, 16, '', {
fontSize: '20px',
padding: { x: 20, y: 10 },
backgroundColor: '#ffffff',
fill: '#000000'
});
text.setScrollFactor(0);
updateText();
}
function update (time, delta)
{
var matterSprite = playerController.matterSprite;
// Horizontal movement
var oldVelocityX;
var targetVelocityX;
var newVelocityX;
if (cursors.left.isDown && !playerController.blocked.left)
{
smoothedControls.moveLeft(delta);
matterSprite.anims.play('left', true);
// Lerp the velocity towards the max run using the smoothed controls. This simulates a
// player controlled acceleration.
oldVelocityX = matterSprite.body.velocity.x;
targetVelocityX = -playerController.speed.run;
newVelocityX = Phaser.Math.Linear(oldVelocityX, targetVelocityX, -smoothedControls.value);
matterSprite.setVelocityX(newVelocityX);
}
else if (cursors.right.isDown && !playerController.blocked.right)
{
smoothedControls.moveRight(delta);
matterSprite.anims.play('right', true);
// Lerp the velocity towards the max run using the smoothed controls. This simulates a
// player controlled acceleration.
oldVelocityX = matterSprite.body.velocity.x;
targetVelocityX = playerController.speed.run;
newVelocityX = Phaser.Math.Linear(oldVelocityX, targetVelocityX, smoothedControls.value);
matterSprite.setVelocityX(newVelocityX);
}
else
{
smoothedControls.reset();
matterSprite.anims.play('idle', true);
}
// Jumping & wall jumping
// Add a slight delay between jumps since the sensors will still collide for a few frames after
// a jump is initiated
var canJump = (time - playerController.lastJumpedAt) > 250;
if (cursors.up.isDown & canJump)
{
if (playerController.blocked.bottom)
{
matterSprite.setVelocityY(-playerController.speed.jump);
playerController.lastJumpedAt = time;
}
else if (playerController.blocked.left)
{
// Jump up and away from the wall
matterSprite.setVelocityY(-playerController.speed.jump);
matterSprite.setVelocityX(playerController.speed.run);
playerController.lastJumpedAt = time;
}
else if (playerController.blocked.right)
{
// Jump up and away from the wall
matterSprite.setVelocityY(-playerController.speed.jump);
matterSprite.setVelocityX(-playerController.speed.run);
playerController.lastJumpedAt = time;
}
}
smoothMoveCameraTowards(matterSprite, 0.9);
updateText();
}
function updateText ()
{
text.setText([
'Arrow keys to move. Press "Up" to jump.',
'You can wall jump!',
'Click to toggle rendering Matter debug.'
// 'Debug:',
// '\tBottom blocked: ' + playerController.blocked.bottom,
// '\tLeft blocked: ' + playerController.blocked.left,
// '\tRight blocked: ' + playerController.blocked.right
]);
}
function smoothMoveCameraTowards (target, smoothFactor)
{
if (smoothFactor === undefined) { smoothFactor = 0; }
cam.scrollX = smoothFactor * cam.scrollX + (1 - smoothFactor) * (target.x - cam.width * 0.5);
cam.scrollY = smoothFactor * cam.scrollY + (1 - smoothFactor) * (target.y - cam.height * 0.5);
}