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Sekushi

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  1. For some reason, Mario will just fall through the tilemap layer "Ground". Do I have the collision and physics set up correctly? I used the Starstruck example on the Phaser website, but to no avail. Thanks in advance guys!var game = new Phaser.Game(320, 240, Phaser.AUTO, 'gameCanvas');var map;var tileset;var groundLayer;var mario;var cursorsvar playState = { preload: function() { game.load.tilemap('level01', 'assets/level01.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles1', 'assets/mariotileset.png'); game.load.spritesheet('marioSheet', 'assets/marioSheet.png', 16, 25); }, create: function() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#66DDFF'; map = game.add.tilemap('level01'); map.addTilesetImage('tileset', 'tiles1'); map.setCollisionBetween(136, 140); groundLayer = map.createLayer('Ground'); groundLayer.resizeWorld(); game.physics.arcade.gravity.y = 350; mario = game.add.sprite(200, 200, 'marioSheet'); game.physics.enable(mario, Phaser.Physics.ARCADE); mario.body.collideWorldBounds = true; mario.anchor.setTo(0.5, 1); mario.animations.add('walk', [0, 1, 2, 1], 15, true); cursors = game.input.keyboard.createCursorKeys(); }, update: function() { game.physics.arcade.collide(mario, groundLayer); mario.body.velocity.x = 0; if (cursors.left.isDown) { mario.animations.play('walk'); mario.scale.x = -1; mario.body.velocity.x = -200; } else if (cursors.right.isDown) { mario.animations.play('walk'); mario.scale.x = 1; mario.body.velocity.x = 200; } else { mario.animations.stop(); } }};game.state.add('play', playState);game.state.start('play');
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