var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000000', parent: 'phaser-example', pixelArt: true, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var map; var controls; function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/level-with-coin-objects.json'); this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 }); this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); } function create () { map = this.add.tilemap('map'); var tiles = map.addTilesetImage('ground_1x1'); var layer = map.createLayer('Tile Layer', tiles); this.anims.create({ key: 'spin', frames: this.anims.generateFrameNumbers('coin', { start: 0, end: 5 }), frameRate: 16, repeat: -1 }); // We convert all of the Tiled objects with an ID of 26 into sprites. They will get their width // & height from the Tiled tile object. Any custom properties on the tile object will also be // passed to the sprite creator (e.g. one of the tile object's has an alpha of 0.5). // var coins = map.createFromObjects('Coin Object Layer', 26, { key: 'coin' }); var coins = map.createFromObjects('Coin Object Layer', { gid: 26, key: 'coin' }); this.anims.play('spin', coins); var cursors = this.input.keyboard.createCursorKeys(); var controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, acceleration: 0.04, drag: 0.0005, maxSpeed: 0.7 }; controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); } function update (time, delta) { controls.update(delta); }
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var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#000000', parent: 'phaser-example', pixelArt: true, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var map; var controls; function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/level-with-coin-objects.json'); this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 }); this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); } function create () { map = this.add.tilemap('map'); var tiles = map.addTilesetImage('ground_1x1'); var layer = map.createLayer('Tile Layer', tiles); this.anims.create({ key: 'spin', frames: this.anims.generateFrameNumbers('coin', { start: 0, end: 5 }), frameRate: 16, repeat: -1 }); // We convert all of the Tiled objects with an ID of 26 into sprites. They will get their width // & height from the Tiled tile object. Any custom properties on the tile object will also be // passed to the sprite creator (e.g. one of the tile object's has an alpha of 0.5). // var coins = map.createFromObjects('Coin Object Layer', 26, { key: 'coin' }); var coins = map.createFromObjects('Coin Object Layer', { gid: 26, key: 'coin' }); this.anims.play('spin', coins); var cursors = this.input.keyboard.createCursorKeys(); var controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, acceleration: 0.04, drag: 0.0005, maxSpeed: 0.7 }; controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); } function update (time, delta) { controls.update(delta); }