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).

This commit is contained in:
Richard Davey committed 2013-09-12 02:18:23 +01:00
1 parent 89b00db103
commit 3d22d0e169
8 files changed
+180 -23

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+39
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@@ -0,0 +1,39 @@
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truncated
"height":13,
"name":"ShoeBox Tile Grab",
"opacity":1,
"type":"tilelayer",
"visible":true,
"width":211,
"x":0,
"y":0
}],
"orientation":"orthogonal",
"properties":
{
},
"tileheight":16,
"tilesets":[
{
"firstgid":1,
"image":"..\/..\/..\/..\/..\/..\/Art\/Artwork for game inspirations\/Super Mario Level Maps\/NES\/mario-1-1_bank.png",
"imageheight":144,
"imagewidth":176,
"margin":0,
"name":"mario-1-1_bank.png",
"properties":
{
},
"spacing":0,
"tileheight":16,
"tilewidth":16
}],
"tilewidth":16,
"version":1,
"width":211
}
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Width:  |  Height:  |  Size: 3.1 KiB

+78
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@@ -0,0 +1,78 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
function preload() {
// First we load our map data (a csv file)
game.load.text('marioMap', 'assets/maps/mario1.json');
// Then we load the actual tile sheet image
game.load.image('marioTiles', 'assets/maps/mario1.png');
}
var r;
var t;
function create() {
game.stage.backgroundColor = '#787878';
// game, key, mapData, format, resizeWorld, tileWidth, tileHeight
// This creates the tilemap using the csv and tile sheet we loaded.
// We tell it use to CSV format parser. The 16x16 are the tile sizes.
// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
t = new Phaser.Tilemap(game, 'marioTiles', 'marioMap', Phaser.Tilemap.FORMAT_TILED_JSON);
// SHould be added to the World and rendered automatically :)
r = new Phaser.TilemapRenderer(game);
}
function update() {
r.render(t);
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 8;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 8;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 8;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 8;
}
}
function render() {
}
})();
</script>
</body>
</html>
+5 -4
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@@ -44,6 +44,7 @@
t = new Phaser.Tilemap(game, 'csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
// SHould be added to the World and rendered automatically :)
r = new Phaser.TilemapRenderer(game);
}
@@ -54,20 +55,20 @@
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
game.camera.x -= 8;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
game.camera.x += 8;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
game.camera.y -= 8;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
game.camera.y += 8;
}
}