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More tilemap tweaks.
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Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
@@ -23,8 +23,29 @@
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game.stage.backgroundColor = '#3d3d3d';
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// 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).
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// 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.
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var map = new Phaser.Tilemap(game, 'level3');
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var tileset = game.cache.getTileset('tiles');
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// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
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// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
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// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
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// This one gives tileset as a string, the other an object
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// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0);
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layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, tileset, map, 0);
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// To set tiles for collision you need to modify the Tileset, which is a property of the layer
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// Collision is based on the layer.x/y value
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
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map.debugMap = [ '#000000',
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'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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@@ -39,15 +60,6 @@
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// map.dump();
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// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400);
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layer = new Phaser.TilemapLayer(game, 0, 0, 320, 200);
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layer.updateTileset('tiles');
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layer.updateMapData(map, 0);
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// layer.sprite.scale.setTo(2, 2);
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// Works a treat :)
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@@ -55,6 +67,9 @@
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// game.add.sprite(0, 200, layer.texture, layer.frame);
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// game.add.sprite(320, 200, layer.texture, layer.frame);
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// game.world.setBounds(0, 0, 2000, 2000);
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// game.camera.x = 400;
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cursors = game.input.keyboard.createCursorKeys();
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}
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