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Lots of Tilemap updates, moved the renderer out, added components and new tests.
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/// <reference path="../../Phaser/gameobjects/Tilemap.ts" />
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/// <reference path="../../Phaser/Game.ts" />
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(function () {
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var game = new Phaser.Game(this, 'game', 800, 600, init, create, update);
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function init() {
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game.load.text('platform', 'assets/maps/mapdraw.json');
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game.load.image('tiles', 'assets/tiles/platformer_tiles.png');
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game.load.image('carrot', 'assets/sprites/carrot.png');
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game.load.start();
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}
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var map;
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var emitter;
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var marker;
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function create() {
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map = game.add.tilemap('tiles', 'platform', Phaser.Tilemap.FORMAT_TILED_JSON);
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map.setCollisionRange(21, 53);
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map.setCollisionRange(105, 109);
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game.camera.texture.opaque = true;
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game.camera.texture.backgroundColor = 'rgb(47,154,204)';
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marker = game.add.sprite(0, 0);
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marker.texture.width = 16;
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marker.texture.height = 16;
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marker.texture.opaque = true;
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marker.texture.backgroundColor = 'rgba(255,0,0,0.4)';
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//emitter = game.add.emitter(32, 80);
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//emitter.width = 700;
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//emitter.makeParticles('carrot', 100, false, 1);
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//emitter.gravity = 150;
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//emitter.bounce = 0.8;
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//emitter.start(false, 20, 0.05);
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}
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function update() {
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// Collide everything with the map
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//map.collide();
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marker.x = game.math.snapToFloor(game.input.getWorldX(), 16);
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marker.y = game.math.snapToFloor(game.input.getWorldY(), 16);
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if(game.input.mousePointer.isDown) {
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map.putTile(marker.x, marker.y, 32);
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}
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}
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})();
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