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HTML

              
                <html>
<head>
<meta name="description" content="Cloud Platform" />
    <title>Phaser Coding Tips Issue 4</title>
    <meta charset="utf-8">
    <meta http-equiv="X-UA-Compatible" content="chrome=1, IE=9">
    <meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui" />
    <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 () {

        this.bg = null;
        this.trees = null;

        this.player = null;

        this.stationary = null;
        this.clouds = null;

        this.facing = 'left';
        this.jumpTimer = 0;
        this.cursors;
        this.locked = false;
        this.lockedTo = null;
        this.wasLocked = false;
        this.willJump = false;

    };

    PhaserGame.prototype = {

        init: function () {

            this.game.renderer.renderSession.roundPixels = true;

            this.world.resize(640*3, 480);

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

            this.physics.arcade.gravity.y = 600;

        },

        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/issue004/';
            this.load.crossOrigin = 'anonymous';

            this.load.image('trees', 'assets/trees-h.png');
            this.load.image('background', 'assets/clouds-h.png');
            this.load.image('platform', 'assets/platform.png');
            this.load.image('cloud-platform', 'assets/cloud-platform.png');
            this.load.spritesheet('dude', 'assets/dude.png', 32, 48);

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

        },

        create: function () {

            this.background = this.add.tileSprite(0, 0, 640, 480, 'background');
            this.background.fixedToCamera = true;

            this.trees = this.add.tileSprite(0, 364, 640, 116, 'trees');
            this.trees.fixedToCamera = true;

            //  Platforms that don't move
            this.stationary = this.add.physicsGroup();

            this.stationary.create(0, 96, 'platform');
            this.stationary.create(632, 220, 'platform');
            this.stationary.create(1100, 300, 'platform');

            this.stationary.setAll('body.allowGravity', false);
            this.stationary.setAll('body.immovable', true);

            //  Platforms that move
            this.clouds = this.add.physicsGroup();

            var cloud1 = new CloudPlatform(this.game, 300, 450, 'cloud-platform', this.clouds);

            cloud1.addMotionPath([
                { x: "+200", xSpeed: 2000, xEase: "Linear", y: "-200", ySpeed: 2000, yEase: "Sine.easeIn" },
                { x: "-200", xSpeed: 2000, xEase: "Linear", y: "-200", ySpeed: 2000, yEase: "Sine.easeOut" },
                { x: "-200", xSpeed: 2000, xEase: "Linear", y: "+200", ySpeed: 2000, yEase: "Sine.easeIn" },
                { x: "+200", xSpeed: 2000, xEase: "Linear", y: "+200", ySpeed: 2000, yEase: "Sine.easeOut" }
            ]);

            var cloud2 = new CloudPlatform(this.game, 800, 96, 'cloud-platform', this.clouds);

            cloud2.addMotionPath([
                { x: "+0", xSpeed: 2000, xEase: "Linear", y: "+300", ySpeed: 2000, yEase: "Sine.easeIn" },
                { x: "-0", xSpeed: 2000, xEase: "Linear", y: "-300", ySpeed: 2000, yEase: "Sine.easeOut" }
            ]);

            var cloud3 = new CloudPlatform(this.game, 1300, 290, 'cloud-platform', this.clouds);

            cloud3.addMotionPath([
                { x: "+500", xSpeed: 4000, xEase: "Expo.easeIn", y: "-200", ySpeed: 3000, yEase: "Linear" },
                { x: "-500", xSpeed: 4000, xEase: "Expo.easeOut", y: "+200", ySpeed: 3000, yEase: "Linear" }
            ]);

            //  The Player
            this.player = this.add.sprite(32, 0, 'dude');

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

            this.player.body.collideWorldBounds = true;
            this.player.body.setSize(20, 32, 5, 16);

            this.player.animations.add('left', [0, 1, 2, 3], 10, true);
            this.player.animations.add('turn', [4], 20, true);
            this.player.animations.add('right', [5, 6, 7, 8], 10, true);

            this.camera.follow(this.player);

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

            this.clouds.callAll('start');

        },

        customSep: function (player, platform) {

            if (!this.locked && player.body.velocity.y > 0)
            {
                this.locked = true;
                this.lockedTo = platform;
                platform.playerLocked = true;

                player.body.velocity.y = 0;
            }

        },

        checkLock: function () {

            this.player.body.velocity.y = 0;

            //  If the player has walked off either side of the platform then they're no longer locked to it
            if (this.player.body.right < this.lockedTo.body.x || this.player.body.x > this.lockedTo.body.right)
            {
                this.cancelLock();
            }

        },

        cancelLock: function () {

            this.wasLocked = true;
            this.locked = false;

        },

        preRender: function () {

            if (this.game.paused)
            {
                //  Because preRender still runs even if your game pauses!
                return;
            }

            if (this.locked || this.wasLocked)
            {
                this.player.x += this.lockedTo.deltaX;
                this.player.y = this.lockedTo.y - 48;

                if (this.player.body.velocity.x !== 0)
                {
                    this.player.body.velocity.y = 0;
                }
            }

            if (this.willJump)
            {
                this.willJump = false;

                if (this.lockedTo && this.lockedTo.deltaY < 0 && this.wasLocked)
                {
                    //  If the platform is moving up we add its velocity to the players jump
                    this.player.body.velocity.y = -300 + (this.lockedTo.deltaY * 10);
                }
                else
                {
                    this.player.body.velocity.y = -300;
                }

                this.jumpTimer = this.time.time + 750;
            }

            if (this.wasLocked)
            {
                this.wasLocked = false;
                this.lockedTo.playerLocked = false;
                this.lockedTo = null;
            }

        },

        update: function () {

            this.background.tilePosition.x = -(this.camera.x * 0.7);
            this.trees.tilePosition.x = -(this.camera.x * 0.9);

            this.physics.arcade.collide(this.player, this.stationary);
            this.physics.arcade.collide(this.player, this.clouds, this.customSep, null, this);

            //  Do this AFTER the collide check, or we won't have blocked/touching set
            var standing = this.player.body.blocked.down || this.player.body.touching.down || this.locked;

            this.player.body.velocity.x = 0;

            if (this.cursors.left.isDown)
            {
                this.player.body.velocity.x = -150;

                if (this.facing !== 'left')
                {
                    this.player.play('left');
                    this.facing = 'left';
                }
            }
            else if (this.cursors.right.isDown)
            {
                this.player.body.velocity.x = 150;

                if (this.facing !== 'right')
                {
                    this.player.play('right');
                    this.facing = 'right';
                }
            }
            else
            {
                if (this.facing !== 'idle')
                {
                    this.player.animations.stop();

                    if (this.facing === 'left')
                    {
                        this.player.frame = 0;
                    }
                    else
                    {
                        this.player.frame = 5;
                    }

                    this.facing = 'idle';
                }
            }
            
            if (standing && this.cursors.up.isDown && this.time.time > this.jumpTimer)
            {
                if (this.locked)
                {
                    this.cancelLock();
                }

                this.willJump = true;
            }

            if (this.locked)
            {
                this.checkLock();
            }

        }

    };

    CloudPlatform = function (game, x, y, key, group) {

        if (typeof group === 'undefined') { group = game.world; }

        Phaser.Sprite.call(this, game, x, y, key);

        game.physics.arcade.enable(this);

        this.anchor.x = 0.5;

        this.body.customSeparateX = true;
        this.body.customSeparateY = true;
        this.body.allowGravity = false;
        this.body.immovable = true;

        this.playerLocked = false;

        group.add(this);

    };

    CloudPlatform.prototype = Object.create(Phaser.Sprite.prototype);
    CloudPlatform.prototype.constructor = CloudPlatform;

    CloudPlatform.prototype.addMotionPath = function (motionPath) {

        this.tweenX = this.game.add.tween(this.body);
        this.tweenY = this.game.add.tween(this.body);

        //  motionPath is an array containing objects with this structure
        //  [
        //   { x: "+200", xSpeed: 2000, xEase: "Linear", y: "-200", ySpeed: 2000, yEase: "Sine.easeIn" }
        //  ]

        for (var i = 0; i < motionPath.length; i++)
        {
            this.tweenX.to( { x: motionPath[i].x }, motionPath[i].xSpeed, motionPath[i].xEase);
            this.tweenY.to( { y: motionPath[i].y }, motionPath[i].ySpeed, motionPath[i].yEase);
        }

        this.tweenX.loop();
        this.tweenY.loop();

    };

    CloudPlatform.prototype.start = function () {

        this.tweenX.start();
        this.tweenY.start();

    };

    CloudPlatform.prototype.stop = function () {

        this.tweenX.stop();
        this.tweenY.stop();

    };

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

              
            
!
999px

Console