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https://github.com/ysoftdevs/pf2016.git
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add redirector
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46
index.html
46
index.html
@@ -19,18 +19,30 @@ state.create = function() {
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this.tilemap = new Kiwi.GameObjects.Tilemap.TileMap(this, 'tilemap', this.textures.base);
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this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64, 64);
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this.character.box.hitbox = new Kiwi.Geom.Rectangle( 20, 20, 50, 50 );
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this.character = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64 - 8, 64 - 8);
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this.character.box.hitbox = new Kiwi.Geom.Rectangle( 20, 20, 50, 50 );
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this.character.physics = this.character.components.add( new Kiwi.Components.ArcadePhysics( this.character, this.character.box ) );
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this.character.physics.acceleration.y = 0;
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this.character.physics.maxVelocity.y = 140;
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this.character.animation.add('walking', [ 0, 1 ], 0.2, true);
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this.character.animation.add('idle', [ 2, 3, 4, 5 ], 0.2, false, false);
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this.character.animation.add('idle', [ 2, 3, 4, 5, 4, 3 ], 0.2, true);
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this.redirector = new Kiwi.GameObjects.Sprite(this, this.textures.character, 2*64 - 8, 3*64 - 8);
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this.redirector.box.hitbox = new Kiwi.Geom.Rectangle( 20, 20, 50, 50 );
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this.redirector2 = new Kiwi.GameObjects.Sprite(this, this.textures.character, 6*64 - 8, 3*64 - 8);
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this.redirector2.box.hitbox = new Kiwi.Geom.Rectangle( 20, 20, 50, 50 );
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// Ground layer
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this.addChild(this.tilemap.layers[0]);
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this.addChild(this.character);
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this.addChild(this.redirector);
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this.addChild(this.redirector2);
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// Walls layer
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this.addChild(this.tilemap.layers[1]);
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@@ -69,6 +81,9 @@ state.create = function() {
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// this.myButton.input.onOut.add( this.buttonOut, this );
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}
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state.velocityX = 64;
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state.velocityY = 64;
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state.buttonPressed = function() {
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this.myButton.y = 55;
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}
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@@ -76,12 +91,18 @@ state.buttonPressed = function() {
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state.buttonReleased = function() {
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this.myButton.y = 50;
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this.myButton.text = 'THANK YOU :)';
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this.resetCharacter();
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}
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state.resetCharacter = function () {
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this.character.physics.velocity.x = 0;
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this.character.physics.velocity.y = 0;
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this.character.x = 2*64 - 8;
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this.character.y = 64 - 8;
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}
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state.activateScene = function () {
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this.character.physics.velocity.y = 40;
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this.character.physics.velocity.y = this.velocityY;
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}
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state.update = function () {
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@@ -109,6 +130,17 @@ state.updateCharacterAnimation = function () {
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//Resolve collisions between the character and the first layer.
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state.checkCollision = function () {
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this.tilemap.layers[1].physics.overlapsTiles( this.character, true );
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if ((this.character.physics.velocity.x == 0) && (this.character.physics.velocity.y == 0)) {
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return;
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}
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if (this.character.box.bounds.intersects( this.redirector.box.bounds )) {
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this.character.physics.velocity.x = this.velocityX;
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} else if (this.character.box.bounds.intersects( this.redirector2.box.bounds )) {
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this.character.physics.velocity.y = this.velocityY;
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}
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}
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state.updateCharacterMovement = function () {
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@@ -116,13 +148,13 @@ state.updateCharacterMovement = function () {
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//Move the player/character
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if ( this.leftPressed ) {
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this.character.scaleX = -1;
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this.character.physics.velocity.x = -40;
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this.character.physics.velocity.x = -this.velocityX;
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} else if ( this.rightPressed ) {
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this.character.scaleX = 1;
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this.character.physics.velocity.x = 40;
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this.character.physics.velocity.x = this.velocityY;
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}
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}
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@@ -22,7 +22,7 @@
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"x":0,
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"y":0
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}],
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"nextobjectid":1,
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"nextobjectid":4,
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"orientation":"orthogonal",
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"properties":
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{
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