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levels.js
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76 lines (72 loc) · 3.62 KB
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let levels = {
// Create a second and 3rd map off screen so the doubles never get out of sync
createMap1: function() {
for (let i = 0; i < 8; i++) {
let sky = backgroundGroup.create(0 + (64*i), 0, 'sky1');
}
for (let i = 0; i < 8; i++) {
let sky = backgroundGroup.create(0 + (64*i), 64, 'sky2');
}
for (let i = 0; i < 8; i++) {
let sky = backgroundGroup.create(0 + (64*i), 128, 'sky3');
}
for (let i = 0; i < 8; i++) {
let sky = backgroundGroup.create(0 + (64*i), 192, 'sky4');
}
let mountain = backgroundGroup.create(0, -48, 'mountain');
let mountain2 = backgroundGroup.create(game.world.width + 64, -48, 'mountain');
mountain2.scale.x *=-1;
let cloud = backgroundGroup.create(game.world.width - 100, -32, 'cloud');
let cloud2 = backgroundGroup.create(220, -10 , 'cloud');
let cloud22 = backgroundGroup.create(-32, -10 , 'cloud');
cloud2.scale.x *= -1;
let platform = platformGroup.create(game.world.width/2 - 64, -40, 'platform');
platform.body.immovable = true;
platform.body.setSize(100, 4, 14, 110);
platform.body.onCollide = new Phaser.Signal();
platform.body.onCollide.add(characters.groundPlayer);
platform.body.checkCollision.down = false;
platform.body.checkCollision.left = false;
platform.body.checkCollision.right = false;
let platform2 = platformGroup.create(48, 24, 'platform');
platform2.body.immovable = true;
platform2.body.setSize(100, 4, 14, 110);
platform2.body.onCollide = new Phaser.Signal();
platform2.body.onCollide.add(characters.groundPlayer);
platform2.body.checkCollision.down = false;
platform2.body.checkCollision.left = false;
platform2.body.checkCollision.right = false;
let platform3 = platformGroup.create(game.world.width - 128 - 48, 24, 'platform');
platform3.body.immovable = true;
platform3.body.setSize(100, 4, 14, 110);
platform3.body.onCollide = new Phaser.Signal();
platform3.body.onCollide.add(characters.groundPlayer);
platform3.body.checkCollision.down = false;
platform3.body.checkCollision.left = false;
platform3.body.checkCollision.right = false;
for (let i = 0; i < 10; i++) {
let ground = groundGroup.create(-64 + (64*i), game.world.height - 64, 'ground');
ground.body.immovable = true;
ground.body.setSize(64, 32, 0, 32);
ground.body.onCollide = new Phaser.Signal();
ground.body.onCollide.add(characters.groundPlayer);
let roof = groundGroup.create(-64 + (64*i), 0 - 64, 'ground');
roof.body.setSize(64, 32, 0, 0);
roof.body.immovable = true;
}
let worldWrapTile = worldWrapGroup.create(-64, 0, 'ground');
worldWrapTile.body.immovable = true;
worldWrapTile.body.onOverlap = new Phaser.Signal();
worldWrapTile.body.onOverlap.add(screen.worldWrap);
worldWrapTile.body.setSize(4, 1000, 60)
//let worldWrapTile2 = worldWrapGroup.create(game.world.width, game.world.height -64, 'ground');
let worldWrapTile2 = worldWrapGroup.create(game.world.width, 0, 'ground');
worldWrapTile2.body.immovable = true;
worldWrapTile2.body.onOverlap = new Phaser.Signal();
worldWrapTile2.body.onOverlap.add(screen.worldWrap)
worldWrapTile2.body.setSize(4, 1000)
// Bring ground and platforms to front
game.world.bringToTop(platformGroup);
game.world.bringToTop(groundGroup);
}
};