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HTML

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

CSS

              
                body {
  margin: 0;
  padding: 0;
  background-color: #000;
}

              
            
!

JS

              
                    var game = new Phaser.Game(448, 496, Phaser.AUTO);

    var Pacman = function (game) {

        this.map = null;
        this.layer = null;
        this.pacman = null;

        this.safetile = 14;
        this.gridsize = 16;

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

        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.NONE;
        this.turning = Phaser.NONE;

    };

    Pacman.prototype = {

        init: function () {

            this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
            this.scale.pageAlignHorizontally = true;
            this.scale.pageAlignVertically = true;

            Phaser.Canvas.setImageRenderingCrisp(this.game.canvas);

            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.image('dot', 'assets/dot.png');
            this.load.image('tiles', 'assets/pacman-tiles.png');
            this.load.spritesheet('pacman', 'assets/pacman.png', 32, 32);
            this.load.tilemap('map', 'assets/pacman-map.json', null, Phaser.Tilemap.TILED_JSON);

            //  Needless to say, graphics (C)opyright Namco

        },

        create: function () {

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

            this.layer = this.map.createLayer('Pacman');

            this.dots = this.add.physicsGroup();

            this.map.createFromTiles(7, this.safetile, 'dot', this.layer, this.dots);

            //  The dots will need to be offset by 6px to put them back in the middle of the grid
            this.dots.setAll('x', 6, false, false, 1);
            this.dots.setAll('y', 6, false, false, 1);

            //  Pacman should collide with everything except the safe tile
            this.map.setCollisionByExclusion([this.safetile], true, this.layer);

            //  Position Pacman at grid location 14x17 (the +8 accounts for his anchor)
            this.pacman = this.add.sprite((14 * 16) + 8, (17 * 16) + 8, 'pacman', 0);
            this.pacman.anchor.set(0.5);
            this.pacman.animations.add('munch', [0, 1, 2, 1], 20, true);

            this.physics.arcade.enable(this.pacman);
            this.pacman.body.setSize(16, 16, 0, 0);

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

            this.pacman.play('munch');
            this.move(Phaser.LEFT);

        },

        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 1 (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.pacman.x);
            var cy = Math.floor(this.pacman.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;
            }

            //  Grid align before turning
            this.pacman.x = this.turnPoint.x;
            this.pacman.y = this.turnPoint.y;

            this.pacman.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.pacman.body.velocity.x = speed;
            }
            else
            {
                this.pacman.body.velocity.y = speed;
            }

            //  Reset the scale and angle (Pacman is facing to the right in the sprite sheet)
            this.pacman.scale.x = 1;
            this.pacman.angle = 0;

            if (direction === Phaser.LEFT)
            {
                this.pacman.scale.x = -1;
            }
            else if (direction === Phaser.UP)
            {
                this.pacman.angle = 270;
            }
            else if (direction === Phaser.DOWN)
            {
                this.pacman.angle = 90;
            }

            this.current = direction;

        },

        eatDot: function (pacman, dot) {

            dot.kill();

            if (this.dots.total === 0)
            {
                this.dots.callAll('revive');
            }

        },

        update: function () {
          
            this.physics.arcade.collide(this.pacman, this.layer);
            this.physics.arcade.overlap(this.pacman, this.dots, this.eatDot, null, this);

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

        }

    };

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

              
            
!
999px

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