Tiled map loader now working much better, rendering, layering properly.

This commit is contained in:
photonstorm
2013-12-19 03:49:28 +00:00
parent 5cf7ed4fdb
commit 4c7a4ebf62
8 changed files with 467 additions and 555 deletions
+39 -15
View File
@@ -3,10 +3,18 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() {
game.load.tilemap('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16);
// game.load.tilemap('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16);
game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.image('ground', 'assets/maps/ground_1x1.png');
game.load.image('ground_1x1', 'assets/maps/ground_1x1.png');
game.load.image('walls_1x2', 'assets/maps/walls_1x2.png');
game.load.image('tiles2', 'assets/maps/tiles2.png');
// game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
// game.load.image('phaser', 'assets/sprites/phaser-ship.png');
// game.load.image('phaser', 'assets/sprites/mushroom2.png');
@@ -18,22 +26,38 @@ function preload() {
var cursors;
var map;
var layer;
var layer2;
var layer3;
var sprite;
function create() {
map = game.add.tilemap('map', 'tiles');
map = game.add.tilemap('map');
map.setCollisionByIndex(15);
map.setCollisionByIndex(40);
map.setCollisionByIndexRange(14, 16);
map.setCollisionByIndexRange(20, 25);
map.setCollisionByIndexRange(27, 29);
map.addTilesetImage('ground_1x1');
map.addTilesetImage('walls_1x2');
map.addTilesetImage('tiles2');
layer = map.createLayer(0, 0, 800, 600, 'ShoeBox Tile Grab');
layer.debug = true;
map.setCollisionByIndexRange(1, 12);
map.setCollisionByIndex(100, 'Tile Layer 3');
// 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');
// layer.debug = true;
layer3.debug = true;
layer.resizeWorld();
@@ -41,7 +65,6 @@ function create() {
// layer.cameraOffset.x = 400;
// layer.alpha = 0.5;
layer.resizeWorld();
sprite = game.add.sprite(260, 100, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
@@ -105,7 +128,8 @@ function update() {
layer.scrollY += 4;
}
*/
game.physics.collide(sprite, layer);
// game.physics.collide(sprite, layer);
game.physics.collide(sprite, layer3);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
@@ -177,7 +201,7 @@ function render() {
// game.debug.renderText(sprite.x, 32, 32);
// game.debug.renderText(sprite.y, 32, 48);
game.debug.renderText(layer.scrollX, 32, 32);
game.debug.renderText(layer.scrollY, 32, 48);
// game.debug.renderText(layer.scrollX, 32, 32);
// game.debug.renderText(layer.scrollY, 32, 48);
}