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synced 2026-10-01 12:21:02 +08:00
Fixed a bug in the tilemap rendering so the tile offsets were wrong. Now renders perfectly :) Also fixed issue that would cause the World to resize smaller than the game size (not allowed for rendering reasons).
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@@ -0,0 +1,39 @@
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{ "height":13,
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"layers":[
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{
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truncated
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"height":13,
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"name":"ShoeBox Tile Grab",
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"opacity":1,
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"type":"tilelayer",
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"visible":true,
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"width":211,
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"x":0,
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"y":0
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}],
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"orientation":"orthogonal",
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"properties":
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{
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},
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"tileheight":16,
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"tilesets":[
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{
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"firstgid":1,
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"image":"..\/..\/..\/..\/..\/..\/Art\/Artwork for game inspirations\/Super Mario Level Maps\/NES\/mario-1-1_bank.png",
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"imageheight":144,
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"imagewidth":176,
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"margin":0,
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"name":"mario-1-1_bank.png",
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"properties":
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{
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},
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"spacing":0,
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"tileheight":16,
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"tilewidth":16
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}],
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"tilewidth":16,
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"version":1,
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"width":211
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}
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Binary file not shown.
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After Width: | Height: | Size: 3.1 KiB |
@@ -0,0 +1,78 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<title>phaser.js - a new beginning</title>
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<?php
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require('js.php');
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?>
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</head>
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<body>
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<script type="text/javascript">
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(function () {
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var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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// First we load our map data (a csv file)
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game.load.text('marioMap', 'assets/maps/mario1.json');
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// Then we load the actual tile sheet image
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game.load.image('marioTiles', 'assets/maps/mario1.png');
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}
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var r;
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var t;
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function create() {
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game.stage.backgroundColor = '#787878';
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// game, key, mapData, format, resizeWorld, tileWidth, tileHeight
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// This creates the tilemap using the csv and tile sheet we loaded.
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// We tell it use to CSV format parser. The 16x16 are the tile sizes.
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// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
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t = new Phaser.Tilemap(game, 'marioTiles', 'marioMap', Phaser.Tilemap.FORMAT_TILED_JSON);
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// SHould be added to the World and rendered automatically :)
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r = new Phaser.TilemapRenderer(game);
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}
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function update() {
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r.render(t);
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += 8;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += 8;
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}
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}
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function render() {
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}
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})();
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</script>
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</body>
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</html>
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@@ -44,6 +44,7 @@
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t = new Phaser.Tilemap(game, 'csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
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// SHould be added to the World and rendered automatically :)
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r = new Phaser.TilemapRenderer(game);
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}
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@@ -54,20 +55,20 @@
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if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
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{
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game.camera.x -= 4;
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game.camera.x -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
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{
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game.camera.x += 4;
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game.camera.x += 8;
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}
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if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
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{
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game.camera.y -= 4;
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game.camera.y -= 8;
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}
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else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
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{
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game.camera.y += 4;
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game.camera.y += 8;
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}
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}
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