More tilemap tweaks.

This commit is contained in:
photonstorm
2013-10-14 19:37:52 +01:00
parent 6147e07a5f
commit dd695e066f
7 changed files with 1203 additions and 678 deletions

Before

Width:  |  Height:  |  Size: 4.7 KiB

After

Width:  |  Height:  |  Size: 4.7 KiB

+24 -9
View File
@@ -23,8 +23,29 @@
game.stage.backgroundColor = '#3d3d3d';
// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
var map = new Phaser.Tilemap(game, 'level3');
var tileset = game.cache.getTileset('tiles');
// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
// This one gives tileset as a string, the other an object
// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0);
layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, tileset, map, 0);
// To set tiles for collision you need to modify the Tileset, which is a property of the layer
// Collision is based on the layer.x/y value
// layer.sprite.anchor.setTo(0.5, 0.5);
game.world.add(layer.sprite);
// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
map.debugMap = [ '#000000',
'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
@@ -39,15 +60,6 @@
// map.dump();
// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400);
layer = new Phaser.TilemapLayer(game, 0, 0, 320, 200);
layer.updateTileset('tiles');
layer.updateMapData(map, 0);
// layer.sprite.anchor.setTo(0.5, 0.5);
game.world.add(layer.sprite);
// layer.sprite.scale.setTo(2, 2);
// Works a treat :)
@@ -55,6 +67,9 @@
// game.add.sprite(0, 200, layer.texture, layer.frame);
// game.add.sprite(320, 200, layer.texture, layer.frame);
// game.world.setBounds(0, 0, 2000, 2000);
// game.camera.x = 400;
cursors = game.input.keyboard.createCursorKeys();
}