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https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Completely empty Tilemaps can now be created. This allows for dynamic map generation at runtime.
Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
This commit is contained in:
@@ -13,6 +13,7 @@ var layer;
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var marker;
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var currentTile;
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var cursors;
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function create() {
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@@ -30,6 +31,8 @@ function create() {
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marker.lineStyle(2, 0x000000, 1);
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marker.drawRect(0, 0, 32, 32);
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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@@ -52,11 +55,28 @@ function update() {
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}
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}
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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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game.debug.text('Left-click to paint. Shift + Left-click to select tile.', 32, 32, 'rgb(0,0,0)');
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game.debug.text('Tile: ' + map.getTile(layer.getTileX(marker.x), layer.getTileY(marker.y)), 32, 48, 'rgb(0,0,0)');
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game.debug.text('Left-click to paint. Shift + Left-click to select tile. Arrows to scroll.', 32, 32, '#efefef');
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}
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@@ -0,0 +1,68 @@
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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.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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}
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var map;
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var tileset;
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var layer;
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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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map.putTile(4, 1, 1)
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map.putTile(10, 2, 1)
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map.putTile(10, 3, 1)
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map.putTile(10, 4, 1)
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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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// layer.resizeWorld();
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// map.setCollisionBetween(1, 12);
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// layer.debug = true;
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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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}
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else if (cursors.right.isDown)
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{
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}
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if (cursors.up.isDown)
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{
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}
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else if (cursors.down.isDown)
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{
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}
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}
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function render() {
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game.debug.cameraInfo(game.camera, 32, 32);
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}
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@@ -0,0 +1,39 @@
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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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function preload() {
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game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);
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}
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var mummy;
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function create() {
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game.stage.backgroundColor = 0x3d4d3d;
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mummy = game.add.sprite(300, 300, 'mummy', 5);
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var t = game.add.tween(mummy).to( { "x": 400, "y": 400 }, 5000, Phaser.Easing.Linear.None, true);
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// var t = game.add.tween(mummy).to( { "scale.x": 4, "scale.y": 4 }, 5000, Phaser.Easing.Linear.None, true);
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t.onComplete.add(tweenOver, this);
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}
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function tweenOver(a) {
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console.log('over');
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console.log(a);
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}
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function update() {
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}
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function render() {
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}
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