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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              <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>
            
          
!
            
                  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);

            
          
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