Updated Tilemap classes and further tests.

This commit is contained in:
photonstorm
2014-01-14 22:34:41 +00:00
parent ff7cad102c
commit bd66be1804
8 changed files with 418 additions and 85 deletions
@@ -0,0 +1,65 @@
{ "height":18,
"layers":[
{
"data":[26, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 26, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 9, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 26, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 26, 26, 26, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 11, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 0, 11, 11, 0, 0, 0, 0, 26, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 26, 26, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 0, 0, 0, 11, 11, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 26, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 9, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 26, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 26, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 26, 0, 0, 0, 0, 0, 0, 0, 0, 26, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, 9, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
"height":18,
"name":"Tile Layer 1",
"opacity":1,
"properties":
{
"collides":"true"
},
"type":"tilelayer",
"visible":true,
"width":50,
"x":0,
"y":0
}],
"orientation":"orthogonal",
"properties":
{
},
"tileheight":32,
"tilesets":[
{
"firstgid":1,
"image":"..\/tiles\/ground_1x1.png",
"imageheight":32,
"imagewidth":800,
"margin":0,
"name":"ground_1x1",
"properties":
{
},
"spacing":0,
"tileheight":32,
"tileproperties":
{
"1":
{
"bounce":"1"
}
},
"tilewidth":32
},
{
"firstgid":26,
"image":"..\/..\/sprites\/coin.png",
"imageheight":32,
"imagewidth":192,
"margin":0,
"name":"coin",
"properties":
{
},
"spacing":0,
"tileheight":32,
"tilewidth":32
}],
"tilewidth":32,
"version":1,
"width":50
}
@@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="50" height="18" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="ground_1x1" tilewidth="32" tileheight="32">
<image source="../tiles/ground_1x1.png" width="800" height="32"/>
<tile id="1">
<properties>
<property name="bounce" value="1"/>
</properties>
</tile>
</tileset>
<tileset firstgid="26" name="coin" tilewidth="32" tileheight="32">
<image source="../../sprites/coin.png" width="192" height="32"/>
</tileset>
<layer name="Tile Layer 1" width="50" height="18">
<properties>
<property name="collides" value="true"/>
</properties>
<data encoding="base64">
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</data>
</layer>
</map>
+101
View File
@@ -0,0 +1,101 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('map', 'assets/tilemaps/maps/tile_collision_test.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.image('phaser', 'assets/sprites/arrow.png');
game.load.spritesheet('coin', 'assets/sprites/coin.png', 32, 32);
}
var map;
var layer;
var sprite;
var cursors;
function create() {
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
map.addTilesetImage('coin');
map.setCollisionBetween(1, 12);
map.setTileIndexCallback(26, hitCoin, this);
map.setTileLocationCallback(2, 0, 1, 1, hitCoin, this);
layer = map.createLayer('Tile Layer 1');
layer.debug = true;
layer.resizeWorld();
sprite = game.add.sprite(260, 100, 'phaser');
sprite.anchor.setTo(0.5, 0.5);
sprite.body.setSize(16, 16, 8, 8);
// We'll set a lower max angular velocity here to keep it from going totally nuts
sprite.body.maxAngular = 500;
// Apply a drag otherwise the sprite will just spin and never slow down
sprite.body.angularDrag = 50;
sprite.body.bounce.x = 0.8;
sprite.body.bounce.y = 0.8;
game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
}
function hitCoin(sprite, tile) {
tile.tile.alpha = 0.2;
layer.dirty = true;
return false;
}
function update() {
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.body.angularVelocity = 0;
if (cursors.left.isDown)
{
sprite.body.angularVelocity = -300;
}
else if (cursors.right.isDown)
{
sprite.body.angularVelocity = 300;
}
if (cursors.up.isDown)
{
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
}
}
function render() {
// game.debug.renderSpriteBody(sprite);
game.debug.renderSpriteBounds(sprite);
}