Collision commands in and working. Updated sci-fly example. Multiple layers rendering. Mixed tile size on one layer rendering, but collision is grid bound.

This commit is contained in:
photonstorm
2013-12-19 05:09:49 +00:00
parent 4c7a4ebf62
commit 352749e803
5 changed files with 251 additions and 111 deletions
+10 -37
View File
@@ -1,52 +1,35 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
game.load.image('tiles', 'assets/maps/cybernoid.png', 16, 16);
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('diamond', 'assets/sprites/chunk.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var map;
var tileset;
var layer;
var cursors;
var overlap;
var sprite;
var emitter;
function create() {
game.stage.backgroundColor = '#3d3d3d';
// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
map = game.add.tilemap('level3');
// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
// This way multiple levels can share the same single Tileset without requiring one each.
tileset = game.add.tileset('tiles');
map.addTilesetImage('CybernoidMap3BG_bank.png', 'tiles');
layer = map.createLayer(0);
// Basically this sets EVERY SINGLE tile to fully collide on all faces
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
map.setCollisionByExclusion([7, 32, 35, 36, 47]);
// And this turns off collision on the only tile we don't want collision on :)
tileset.setCollision(6, false, false, false, false);
tileset.setCollision(31, false, false, false, false);
tileset.setCollision(34, false, false, false, false);
tileset.setCollision(35, false, false, false, false);
tileset.setCollision(46, false, false, false, false);
// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
// layer.debug = true;
layer.resizeWorld();
@@ -61,7 +44,7 @@ function create() {
emitter = game.add.emitter(0, 0, 200);
emitter.makeParticles('diamond');
emitter.makeParticles('chunk');
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.gravity = 5;
@@ -108,13 +91,3 @@ function update() {
}
}
function render() {
game.debug.renderSpriteBounds(sprite);
// game.debug.renderSpriteInfo(sprite, 32, 32);
// game.debug.renderSpriteCoords(sprite, 32, 32);
}
+93
View File
@@ -0,0 +1,93 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('tiles', 'assets/maps/cybernoid.png', 16, 16);
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var map;
var layer;
var cursors;
var sprite;
var emitter;
function create() {
// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
map = game.add.tilemap('level3');
map.addTilesetImage('CybernoidMap3BG_bank.png', 'tiles');
layer = map.createLayer(0);
// Basically this sets EVERY SINGLE tile to fully collide on all faces
map.setCollisionByExclusion([7, 32, 35, 36, 47]);
// layer.debug = true;
layer.resizeWorld();
sprite = game.add.sprite(450, 80, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
sprite.angle = 5;
game.camera.follow(sprite);
// game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
cursors = game.input.keyboard.createCursorKeys();
emitter = game.add.emitter(0, 0, 200);
emitter.makeParticles('chunk');
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.gravity = 5;
emitter.bounce.setTo(0.5, 0.5);
game.input.onDown.add(particleBurst, this);
}
function particleBurst() {
emitter.x = game.input.worldX;
emitter.y = game.input.worldY;
emitter.start(true, 4000, null, 10);
}
function update() {
game.physics.collide(sprite, layer);
game.physics.collide(emitter, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -150;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 150;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -150;
sprite.scale.x = -1;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 150;
sprite.scale.x = 1;
}
}
+9 -7
View File
@@ -41,21 +41,24 @@ function create() {
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
map.setCollisionByIndexRange(1, 12);
map.setCollisionByIndex(100, 'Tile Layer 3');
map.setCollisionBetween(1, 12);
// mario tiles
// map.setCollisionByIndex(15);
// map.setCollisionByIndex(40);
// map.setCollisionByIndexRange(14, 16);
// map.setCollisionByIndexRange(20, 25);
// map.setCollisionByIndexRange(27, 29);
layer2 = map.createLayer('Tile Layer 2');
layer = map.createLayer('Tile Layer 1');
layer3 = map.createLayer('Tile Layer 3');
layer3.scrollFactorX = 0.5;
layer2 = map.createLayer('Tile Layer 2');
layer2.alpha = 0.5;
layer = map.createLayer('Tile Layer 1');
// layer.debug = true;
layer3.debug = true;
layer.resizeWorld();
@@ -128,8 +131,7 @@ function update() {
layer.scrollY += 4;
}
*/
// game.physics.collide(sprite, layer);
game.physics.collide(sprite, layer3);
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
+81 -5
View File
@@ -183,6 +183,20 @@ Phaser.Tilemap.prototype = {
},
// Region? Remove tile from map data?
createSpritesFromTiles: function (layer, tileIndex, key, frame, group) {
if (typeof group === 'undefined') { group = this.game.world; }
},
createGroup: function (layer, parent) {
// Creates a Group based on an objectgroup, with one Sprite per gid entry, using the tilemap image + frame number
// Will only work if image is loaded as spritesheet
},
/**
* Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera.
*
@@ -195,6 +209,8 @@ Phaser.Tilemap.prototype = {
*/
createLayer: function (layer, width, height, group) {
// Add Buffer support for the left of the canvas
if (typeof width === 'undefined') { width = this.game.width; }
if (typeof height === 'undefined') { height = this.game.height; }
if (typeof group === 'undefined') { group = this.game.world; }
@@ -290,15 +306,75 @@ Phaser.Tilemap.prototype = {
},
// TODO - set collision in an area, REMOVE collision
/**
* Sets collision values on a range of tiles in the set.
* Sets collision on all tiles in the given layer, except for the IDs of those in the given array.
*
* @method Phaser.Tileset#setCollisionByIndexRange
* @param {number} start - The first index of the tile on the layer.
* @param {number} stop - The last index of the tile on the layer.
* @method Phaser.Tileset#setCollisionByExclusion
* @param {array} indexes - An array of the tile IDs to not be counted for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollisionByIndexRange: function (start, stop, layer) {
setCollisionByExclusion: function (indexes, layer) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
// Collide everything, except the IDs given in the indexes array
for (var i = 0, len = this.tiles.length; i < len; i++)
{
if (indexes.indexOf(i) === -1)
{
this.setCollisionByIndex(i, layer, false);
}
}
// Now re-calculate interesting faces
this.calculateFaces(layer);
},
/**
* Sets collision the given tile index, or array of tiles indexes.
*
* @method Phaser.Tileset#setCollision
* @param {number|array} indexes - Either a single tile index, or an array of tile IDs to be checked for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollision: function (indexes, layer) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
if (typeof indexes === 'number')
{
return this.setCollisionByIndex(indexes, layer);
}
// Collide all of the IDs given in the indexes array
for (var i = 0, len = indexes.length; i < len; i++)
{
this.setCollisionByIndex(i, layer, false);
}
// Now re-calculate interesting faces
this.calculateFaces(layer);
},
/**
* Sets collision on a range of tiles.
*
* @method Phaser.Tileset#setCollisionBetween
* @param {number} start - The first index of the tile to be set for collision.
* @param {number} stop - The last index of the tile to be set for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollisionBetween: function (start, stop, layer) {
if (start > stop)
{
+58 -62
View File
@@ -477,10 +477,10 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
}
// Convert the pixel values into tile coordinates
this._tx = this.game.math.snapToFloor(x, this.map.tileWidth) / this.map.tileWidth;
this._ty = this.game.math.snapToFloor(y, this.map.tileHeight) / this.map.tileHeight;
this._tw = (this.game.math.snapToCeil(width, this.map.tileWidth) + this.map.tileWidth) / this.map.tileWidth;
this._th = (this.game.math.snapToCeil(height, this.map.tileHeight) + this.map.tileHeight) / this.map.tileHeight;
this._tx = this.game.math.snapToFloor(x, this._cw) / this._cw;
this._ty = this.game.math.snapToFloor(y, this._ch) / this._ch;
this._tw = (this.game.math.snapToCeil(width, this._cw) + this._cw) / this._cw;
this._th = (this.game.math.snapToCeil(height, this._ch) + this._ch) / this._ch;
// This should apply the layer x/y here
this._results.length = 0;
@@ -500,14 +500,14 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
if (collides === false || (collides && _tile.collides))
{
// convert tile coordinates back to camera space for return
var _wx = this._unfixX(wx * this.map.tileWidth) / this.map.tileWidth;
var _wy = this._unfixY(wy * this.map.tileHeight) / this.map.tileHeight;
var _wx = this._unfixX(wx * this._cw) / this._cw;
var _wy = this._unfixY(wy * this._ch) / this._ch;
this._results.push({
x: _wx * this.map.tileWidth,
y: _wy * this.map.tileHeight,
right: (_wx * this.map.tileWidth) + this.map.tileWidth,
bottom: (_wy * this.map.tileHeight) + this.map.tileHeight,
x: _wx * this._cw,
y: _wy * this._ch,
right: (_wx * this._cw) + this._cw,
bottom: (_wy * this._ch) + this._ch,
tile: _tile
});
}
@@ -687,7 +687,7 @@ Phaser.TilemapLayer.prototype.updateMax = function () {
this.dirty = true;
console.log('updateMax', this._maxX, this._maxY, 'px', this.layer.widthInPixels, this.layer.heightInPixels, 'rwh', this.layer.width, this.layer.height);
// console.log('updateMax', this._maxX, this._maxY, 'px', this.layer.widthInPixels, this.layer.heightInPixels, 'rwh', this.layer.width, this.layer.height);
}
@@ -824,8 +824,6 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
this.context.strokeStyle = this.debugColor;
this.context.fillStyle = this.debugFillColor;
var set;
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
{
this._column = this.layer.data[y];
@@ -836,13 +834,11 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
{
set = this.map.tilesets[this.map.tiles[tile.index][2]]
this._tx = Math.floor(this._tx);
if (this.debugFill)
{
this.context.fillRect(this._tx, this._ty, set.tileWidth, set.tileHeight);
this.context.fillRect(this._tx, this._ty, this._cw, this._ch);
}
this.context.beginPath();
@@ -850,25 +846,25 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
if (tile.faceTop)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx + set.tileWidth, this._ty);
this.context.lineTo(this._tx + this._cw, this._ty);
}
if (tile.faceBottom)
{
this.context.moveTo(this._tx, this._ty + set.tileHeight);
this.context.lineTo(this._tx + set.tileWidth, this._ty + set.tileHeight);
this.context.moveTo(this._tx, this._ty + this._ch);
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
}
if (tile.faceLeft)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx, this._ty + set.tileHeight);
this.context.lineTo(this._tx, this._ty + this._ch);
}
if (tile.faceRight)
{
this.context.moveTo(this._tx + set.tileWidth, this._ty);
this.context.lineTo(this._tx + set.tileWidth, this._ty + set.tileHeight);
this.context.moveTo(this._tx + this._cw, this._ty);
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
}
this.context.stroke();
@@ -885,46 +881,6 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
}
/**
* Returns the absolute delta x value.
* @method Phaser.TilemapLayer#deltaAbsX
* @memberof Phaser.TilemapLayer
* @return {number} Absolute delta X value
*/
// Phaser.TilemapLayer.prototype.deltaAbsX = function () {
// return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
// }
/**
* Returns the absolute delta y value.
* @method Phaser.TilemapLayer#deltaAbsY
* @memberof Phaser.TilemapLayer
* @return {number} Absolute delta Y value
*/
// Phaser.TilemapLayer.prototype.deltaAbsY = function () {
// return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
// }
/**
* Returns the delta x value.
* @method Phaser.TilemapLayer#deltaX
* @memberof Phaser.TilemapLayer
* @return {number} Delta X value
*/
// Phaser.TilemapLayer.prototype.deltaX = function () {
// return this._dx - this._prevX;
// }
/**
* Returns the delta y value.
* @method Phaser.TilemapLayer#deltaY
* @memberof Phaser.TilemapLayer
* @return {number} Delta Y value
*/
// Phaser.TilemapLayer.prototype.deltaY = function () {
// return this._dy - this._prevY;
// }
/**
* @name Phaser.TilemapLayer#scrollX
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
@@ -1006,3 +962,43 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
}
});
/**
* @name Phaser.TilemapLayer#collisionWidth
* @property {number} collisionWidth - The width of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
get: function () {
return this._cw;
},
set: function (value) {
this._cw = value;
this.dirty = true;
}
});
/**
* @name Phaser.TilemapLayer#collisionHeight
* @property {number} collisionHeight - The height of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
get: function () {
return this._ch;
},
set: function (value) {
this._ch = value;
this.dirty = true;
}
});