Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <html>
<head>
<meta name="description" content="Move it like Pacman" />
    <title>Phaser Coding Tips Issue 5 (Car)</title>
    <meta charset="utf-8">
    <script src="//cdn.jsdelivr.net/phaser/2.2.2/phaser.min.js"></script>
</head>
<body>

    <div id="game"></div>

    <a href="https://phaser.io"><img src="https://files.phaser.io.s3.amazonaws.com/codingtips/issue001/phaser-tips-header1.png" title="Phaser Coding Tips Weekly" style="margin-top: 8px" /></a>
    
    
</body>
</html>
              
            
!

CSS

              
                
              
            
!

JS

              
                    var game = new Phaser.Game(640, 480, Phaser.CANVAS, 'game');

    var PhaserGame = function (game) {

        this.map = null;
        this.layer = null;
        this.car = null;

        this.safetile = 1;
        this.gridsize = 32;

        this.speed = 150;
        this.threshold = 3;
        this.turnSpeed = 150;

        this.marker = new Phaser.Point();
        this.turnPoint = new Phaser.Point();

        this.directions = [ null, null, null, null, null ];
        this.opposites = [ Phaser.NONE, Phaser.RIGHT, Phaser.LEFT, Phaser.DOWN, Phaser.UP ];

        this.current = Phaser.UP;
        this.turning = Phaser.NONE;

    };

    PhaserGame.prototype = {

        init: function () {

            this.physics.startSystem(Phaser.Physics.ARCADE);

        },

        preload: function () {

            //  We need this because the assets are on Amazon S3
            //  Remove the next 2 lines if running locally
            this.load.baseURL = 'https://files.phaser.io.s3.amazonaws.com/codingtips/issue005/';
            this.load.crossOrigin = 'anonymous';

            this.load.tilemap('map', 'assets/maze.json', null, Phaser.Tilemap.TILED_JSON);
            this.load.image('tiles', 'assets/tiles.png');
            this.load.image('car', 'assets/car.png');

            //  Note: Graphics are Copyright 2015 Photon Storm Ltd.

        },

        create: function () {

            this.map = this.add.tilemap('map');
            this.map.addTilesetImage('tiles', 'tiles');

            this.layer = this.map.createLayer('Tile Layer 1');

            this.map.setCollision(20, true, this.layer);

            this.car = this.add.sprite(48, 48, 'car');
            this.car.anchor.set(0.5);

            this.physics.arcade.enable(this.car);

            this.cursors = this.input.keyboard.createCursorKeys();

            this.move(Phaser.DOWN);

        },

        checkKeys: function () {

            if (this.cursors.left.isDown && this.current !== Phaser.LEFT)
            {
                this.checkDirection(Phaser.LEFT);
            }
            else if (this.cursors.right.isDown && this.current !== Phaser.RIGHT)
            {
                this.checkDirection(Phaser.RIGHT);
            }
            else if (this.cursors.up.isDown && this.current !== Phaser.UP)
            {
                this.checkDirection(Phaser.UP);
            }
            else if (this.cursors.down.isDown && this.current !== Phaser.DOWN)
            {
                this.checkDirection(Phaser.DOWN);
            }
            else
            {
                //  This forces them to hold the key down to turn the corner
                this.turning = Phaser.NONE;
            }

        },

        checkDirection: function (turnTo) {

            if (this.turning === turnTo || this.directions[turnTo] === null || this.directions[turnTo].index !== this.safetile)
            {
                //  Invalid direction if they're already set to turn that way
                //  Or there is no tile there, or the tile isn't index a floor tile
                return;
            }

            //  Check if they want to turn around and can
            if (this.current === this.opposites[turnTo])
            {
                this.move(turnTo);
            }
            else
            {
                this.turning = turnTo;

                this.turnPoint.x = (this.marker.x * this.gridsize) + (this.gridsize / 2);
                this.turnPoint.y = (this.marker.y * this.gridsize) + (this.gridsize / 2);
            }

        },

        turn: function () {

            var cx = Math.floor(this.car.x);
            var cy = Math.floor(this.car.y);

            //  This needs a threshold, because at high speeds you can't turn because the coordinates skip past
            if (!this.math.fuzzyEqual(cx, this.turnPoint.x, this.threshold) || !this.math.fuzzyEqual(cy, this.turnPoint.y, this.threshold))
            {
                return false;
            }

            this.car.x = this.turnPoint.x;
            this.car.y = this.turnPoint.y;

            this.car.body.reset(this.turnPoint.x, this.turnPoint.y);

            this.move(this.turning);

            this.turning = Phaser.NONE;

            return true;

        },

        move: function (direction) {

            var speed = this.speed;

            if (direction === Phaser.LEFT || direction === Phaser.UP)
            {
                speed = -speed;
            }

            if (direction === Phaser.LEFT || direction === Phaser.RIGHT)
            {
                this.car.body.velocity.x = speed;
            }
            else
            {
                this.car.body.velocity.y = speed;
            }

            this.add.tween(this.car).to( { angle: this.getAngle(direction) }, this.turnSpeed, "Linear", true);

            this.current = direction;

        },

        getAngle: function (to) {

            //  About-face?
            if (this.current === this.opposites[to])
            {
                return "180";
            }

            if ((this.current === Phaser.UP && to === Phaser.LEFT) ||
                (this.current === Phaser.DOWN && to === Phaser.RIGHT) ||
                (this.current === Phaser.LEFT && to === Phaser.DOWN) ||
                (this.current === Phaser.RIGHT && to === Phaser.UP))
            {
                return "-90";
            }

            return "90";

        },

        update: function () {
          
            this.physics.arcade.collide(this.car, this.layer);

            this.marker.x = this.math.snapToFloor(Math.floor(this.car.x), this.gridsize) / this.gridsize;
            this.marker.y = this.math.snapToFloor(Math.floor(this.car.y), this.gridsize) / this.gridsize;

            //  Update our grid sensors
            this.directions[1] = this.map.getTileLeft(this.layer.index, this.marker.x, this.marker.y);
            this.directions[2] = this.map.getTileRight(this.layer.index, this.marker.x, this.marker.y);
            this.directions[3] = this.map.getTileAbove(this.layer.index, this.marker.x, this.marker.y);
            this.directions[4] = this.map.getTileBelow(this.layer.index, this.marker.x, this.marker.y);

            this.checkKeys();

            if (this.turning !== Phaser.NONE)
            {
                this.turn();
            }

        },

        render: function () {

            //  Un-comment this to see the debug drawing

            for (var t = 1; t < 5; t++)
            {
                if (this.directions[t] === null)
                {
                    continue;
                }

                var color = 'rgba(0,255,0,0.3)';

                if (this.directions[t].index !== this.safetile)
                {
                    color = 'rgba(255,0,0,0.3)';
                }

                if (t === this.current)
                {
                    color = 'rgba(255,255,255,0.3)';
                }

                this.game.debug.geom(new Phaser.Rectangle(this.directions[t].worldX, this.directions[t].worldY, 32, 32), color, true);
            }

            this.game.debug.geom(this.turnPoint, '#ffff00');

        }

    };

    game.state.add('Game', PhaserGame, true);

              
            
!
999px

Console