Following
Press the arrow keys to move. This demo demonstrates movement and collision with other characters in 8 directions. It further demonstrates the efficiency of the plugin.
The Code
// Your game config
const game = new Phaser.Game(config);
function preload() {
this.load.image("tiles", "assets/cloud_tileset.png");
this.load.tilemapTiledJSON("cloud-city-map", "assets/cloud_city_large.json");
this.load.spritesheet("player", "assets/characters.png", {
frameWidth: 52,
frameHeight: 72,
});
}
function create() {
const cloudCityTilemap = this.make.tilemap({ key: "cloud-city-map" });
cloudCityTilemap.addTilesetImage("cloud_tileset", "tiles");
for (let i = 0; i < cloudCityTilemap.layers.length; i++) {
const layer = cloudCityTilemap.createLayer(i, "cloud_tileset", 0, 0);
layer.scale = 3;
}
const playerSprite = this.add.sprite(0, 0, "player");
playerSprite.scale = 1.5;
this.cameras.main.startFollow(playerSprite, true);
this.cameras.main.setFollowOffset(-playerSprite.width, -playerSprite.height);
const gridEngineConfig = {
characters: [
{
id: "player",
sprite: playerSprite,
walkingAnimationMapping: 6,
startPosition: { x: 22, y: 40 },
},
],
numberOfDirections: 8,
};
for (let x = 10; x <= 20; x++) {
for (let y = 31; y <= 40; y++) {
const spr = this.add.sprite(0, 0, "player");
spr.scale = 1.5;
gridEngineConfig.characters.push({
id: `npc${x}#${y}`,
sprite: spr,
walkingAnimationMapping: getRandomInt(0, 6),
startPosition: { x, y },
speed: 2,
});
}
}
this.gridEngine.create(cloudCityTilemap, gridEngineConfig);
for (let x = 10; x <= 20; x++) {
for (let y = 31; y <= 40; y++) {
this.gridEngine.moveRandomly(`npc${x}#${y}`, getRandomInt(0, 1500));
}
}
}
function update() {
const cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown && cursors.up.isDown) {
this.gridEngine.move("player", "up-left");
} else if (cursors.left.isDown && cursors.down.isDown) {
this.gridEngine.move("player", "down-left");
} else if (cursors.right.isDown && cursors.up.isDown) {
this.gridEngine.move("player", "up-right");
} else if (cursors.right.isDown && cursors.down.isDown) {
this.gridEngine.move("player", "down-right");
} else if (cursors.left.isDown) {
this.gridEngine.move("player", "left");
} else if (cursors.right.isDown) {
this.gridEngine.move("player", "right");
} else if (cursors.up.isDown) {
this.gridEngine.move("player", "up");
} else if (cursors.down.isDown) {
this.gridEngine.move("player", "down");
}
}
function getRandomInt(min, max) {
min = Math.ceil(min);
max = Math.floor(max);
return Math.floor(Math.random() * (max - min + 1)) + min;
}