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Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array (fixes #371)
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
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@@ -1,89 +0,0 @@
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
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game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
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game.load.image('player', 'assets/sprites/phaser-dude.png');
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game.load.image('box', 'assets/sprites/ufo.png');
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game.load.image('ship', 'assets/sprites/thrust_ship2.png');
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}
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var ship;
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var map;
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var tileset;
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var layer;
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var p;
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var b;
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var cursors;
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var box2;
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var dump;
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function create() {
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game.renderer.roundPixels = true;
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// game.stage.backgroundColor = '#787878';
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map = game.add.tilemap('map');
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map.addTilesetImage('ground_1x1');
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map.addTilesetImage('walls_1x2');
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map.addTilesetImage('tiles2');
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layer = map.createLayer('Tile Layer 1');
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layer.resizeWorld();
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map.setCollisionBetween(1, 12);
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layer.debug = true;
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// dump = map.generateCollisionData(layer);
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box2 = game.add.sprite(200, 200, 'box');
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box2.physicsEnabled = true;
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box2.body.fixedRotation = true;
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game.camera.follow(box2);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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if (cursors.left.isDown)
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{
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box2.body.moveLeft(200);
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}
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else if (cursors.right.isDown)
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{
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box2.body.moveRight(200);
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}
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else
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{
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box2.body.setZeroVelocity();
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}
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if (cursors.up.isDown)
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{
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box2.body.moveUp(200);
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}
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else if (cursors.down.isDown)
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{
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box2.body.moveDown(200);
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}
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}
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function render() {
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}
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@@ -0,0 +1,117 @@
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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}
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var map;
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var layer;
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var marker;
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var currentTile = 0;
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var cursors;
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function create() {
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game.stage.backgroundColor = '#787878';
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// Creates a blank tilemap
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map = game.add.tilemap();
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// Creates a layer and sets-up the map dimensions.
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// In this case the map is 30x30 tiles in size and the tiles are 32x32 pixels in size.
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map.create('level1', 30, 30, 32, 32);
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// Add a Tileset image to the map
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map.addTilesetImage('ground_1x1');
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// Create a layer. This is where the map is rendered to.
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layer = map.createLayer('level1');
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// Resize the world
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layer.resizeWorld();
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map.setCollisionBetween(0, 12);
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layer.debug = true;
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// Create our tile selector at the top of the screen
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createTileSelector();
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game.input.setMoveCallback(updateMarker, this);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function pickTile(sprite, pointer) {
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currentTile = game.math.snapToFloor(pointer.x, 32) / 32;
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}
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function updateMarker() {
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marker.x = layer.getTileX(game.input.activePointer.worldX) * 32;
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marker.y = layer.getTileY(game.input.activePointer.worldY) * 32;
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if (game.input.mousePointer.isDown)
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{
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map.putTile(currentTile, layer.getTileX(marker.x), layer.getTileY(marker.y))
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}
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}
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function update() {
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if (cursors.left.isDown)
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{
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game.camera.x -= 4;
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}
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else if (cursors.right.isDown)
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{
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game.camera.x += 4;
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}
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if (cursors.up.isDown)
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{
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game.camera.y -= 4;
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}
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else if (cursors.down.isDown)
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{
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game.camera.y += 4;
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}
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}
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function render() {
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}
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function createTileSelector() {
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// Our tile selection window
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var tileSelector = game.add.group();
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var tileSelectorBackground = game.make.graphics();
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tileSelectorBackground.beginFill(0x000000, 0.5);
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tileSelectorBackground.drawRect(0, 0, 800, 34);
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tileSelectorBackground.endFill();
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tileSelector.add(tileSelectorBackground);
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var tileStrip = tileSelector.create(1, 1, 'ground_1x1');
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tileStrip.inputEnabled = true;
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tileStrip.events.onInputDown.add(pickTile, this);
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tileSelector.fixedToCamera = true;
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// Our painting marker
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marker = game.add.graphics();
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marker.lineStyle(2, 0x000000, 1);
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marker.drawRect(0, 0, 32, 32);
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}
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