diff --git a/examples/tilemaps/mapcollide.js b/examples/tilemaps/mapcollide.js index 1a426d3e..8e1726db 100644 --- a/examples/tilemaps/mapcollide.js +++ b/examples/tilemaps/mapcollide.js @@ -3,12 +3,15 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: function preload() { - game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON); + game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('marioTiles', 'assets/maps/mario1.png',16,16); game.load.image('player', 'assets/sprites/phaser-dude.png'); } var map; +var tileset; +var layer; var p; var cursors; @@ -16,13 +19,23 @@ function create() { game.stage.backgroundColor = '#787878'; - map = game.add.tilemap(0, 0, 'mario'); + map = game.add.tilemap('mario'); + + tileset = game.add.tileset('marioTiles'); // floor - map.setCollisionRange(80, 97, true, true, true, true); + tileset.setCollisionRange(80, 97, true, true, true, true); // one-ways - map.setCollisionRange(15, 17, true, true, false, true); + tileset.setCollisionRange(15, 17, true, true, false, true); + + layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tileset.tileWidth, 600, tileset, map, 0); + + layer.fixedToCamera=false; + + layer.resizeWorld(); + + p = game.add.sprite(32, 32, 'player'); @@ -30,7 +43,7 @@ function create() { p.body.bounce.y = 0.4; p.body.collideWorldBounds = true; - game.world.setBounds(0, 0, map.width, 600); + game.camera.follow(p); @@ -40,7 +53,7 @@ function create() { function update() { - map.collide(p); + game.physics.collide(p,layer); p.body.velocity.x = 0; diff --git a/examples/tilemaps/mario.js b/examples/tilemaps/mario.js index cc06313c..01cdb58a 100644 --- a/examples/tilemaps/mario.js +++ b/examples/tilemaps/mario.js @@ -1,41 +1,59 @@ -var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { - game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON); + game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tiles', 'assets/maps/mario1.png',16,16); + game.load.image('player', 'assets/sprites/phaser-dude.png'); } +var map; +var tileset; +var layer; +var p; +var cursors; + function create() { game.stage.backgroundColor = '#787878'; - game.add.tilemap(0, 0, 'mario'); + map = game.add.tilemap('mario'); + + + + tileset = game.add.tileset('tiles'); + + + layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tileset.tileWidth, 600, tileset, map, 0); + + layer.fixedToCamera=false; + + layer.resizeWorld(); + + cursors=game.input.keyboard.createCursorKeys(); } function update() { - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + if (cursors.left.isDown) { game.camera.x -= 8; } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + else if (cursors.right.isDown) { game.camera.x += 8; } - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) + if (cursors.up.isDown) { game.camera.y -= 8; } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) + else if (cursors.down.isDown) { game.camera.y += 8; } -} - -function render() { -} +} \ No newline at end of file diff --git a/examples/tilemaps/mariotogether.js b/examples/tilemaps/mariotogether.js index ccddc3e1..8b3bf173 100644 --- a/examples/tilemaps/mariotogether.js +++ b/examples/tilemaps/mariotogether.js @@ -3,17 +3,37 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p function preload() { - game.load.tilemap('nes', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON); - game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON); + game.load.tilemap('nes', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tilesNes', 'assets/maps/mario1.png',16,16); + game.load.tilemap('snes', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tilesSnes', 'assets/maps/smb_tiles.png',16,16); } function create() { game.stage.backgroundColor = '#5c94fc'; - game.add.tilemap(0, 0, 'nes'); - game.add.tilemap(0, 168, 'snes'); + mapNes = game.add.tilemap('nes'); + + tilesetNes = game.add.tileset('tilesNes'); + + + layerNes = game.add.tilemapLayer(0, 0, mapNes.layers[0].width*tilesetNes.tileWidth, 600, tilesetNes, mapNes, 0); + + layerNes.fixedToCamera=false; + + layerNes.resizeWorld(); + + + mapSnes = game.add.tilemap('snes'); + + tilesetSnes = game.add.tileset('tilesSnes'); + + + layerSnes = game.add.tilemapLayer(0, 168, mapSnes.layers[0].width*tilesetSnes.tileWidth, 600, tilesetSnes, mapSnes, 0); + + layerSnes.fixedToCamera=false; game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true); diff --git a/examples/tilemaps/supermario.js b/examples/tilemaps/supermario.js index 04a67023..441ba864 100644 --- a/examples/tilemaps/supermario.js +++ b/examples/tilemaps/supermario.js @@ -1,43 +1,81 @@ -var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update}); function preload() { - game.load.tilemap('background', 'assets/maps/smb_bg.png', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.JSON); - game.load.tilemap('level1', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON); + game.load.tilemap('background', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tilesBackground', 'assets/maps/smb_bg.png',16,16); + + game.load.tilemap('level1', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tilesLevel1', 'assets/maps/smb_tiles.png',16,16); } +var mapBg; +var tilesetBg; +var layerBg; +var mapLevel1; +var tilesetLevel1; +var layerLevel1; +var cursors; + function create() { game.stage.backgroundColor = '#787878'; - game.add.tilemap(0, 0, 'background'); - game.add.tilemap(0, 0, 'level1'); + mapBg = game.add.tilemap('background'); + + tilesetBg = game.add.tileset('tilesBackground'); + + + layerBg = game.add.tilemapLayer(0, 0, mapBg.layers[0].width*tilesetBg.tileWidth, 600, tilesetBg, mapBg, 0); + + layerBg.fixedToCamera=false; + + layerBg.resizeWorld(); + + + mapLevel1 = game.add.tilemap('level1'); + + tilesetLevel1 = game.add.tileset('tilesLevel1'); + + + layerLevel1 = game.add.tilemapLayer(0, 0, mapLevel1.layers[0].width*tilesetLevel1.tileWidth, 600, tilesetLevel1, mapLevel1, 0); + + layerLevel1.fixedToCamera=false; + + cursors=game.input.keyboard.createCursorKeys(); + + balls = game.add.emitter(300, 50, 500); + balls.bounce = 0.5; + balls.makeParticles('balls', [0,1,2,3,4,5], 500, 1); + balls.minParticleSpeed.setTo(-150, 150); + balls.maxParticleSpeed.setTo(100, 100); + balls.gravity = 8; + balls.start(false, 5000, 50); + + game.add.tween(balls).to({ x: 4000 }, 7500, Phaser.Easing.Sinusoidal.InOut, true, 0, 1000, true); } function update() { - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + if (cursors.left.isDown) { - game.camera.x -= 8; + game.camera.x -= 18; } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + else if (cursors.right.isDown) { - game.camera.x += 8; + game.camera.x += 18; } - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) + if (cursors.up.isDown) { - game.camera.y -= 8; + game.camera.y -= 18; } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) + else if (cursors.down.isDown) { - game.camera.y += 8; + game.camera.y += 18; } } - -function render() { -} diff --git a/examples/tilemaps/supermario2.js b/examples/tilemaps/supermario2.js index bb960ea2..fdb48964 100644 --- a/examples/tilemaps/supermario2.js +++ b/examples/tilemaps/supermario2.js @@ -1,25 +1,62 @@ -var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); +var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update}); function preload() { - game.load.tilemap('background', 'assets/maps/smb_bg.png', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.JSON); - game.load.tilemap('level1', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON); + game.load.tilemap('background', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tilesBackground', 'assets/maps/smb_bg.png',16,16); + + game.load.tilemap('level1', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.TILED_JSON); + game.load.tileset('tilesLevel1', 'assets/maps/smb_tiles.png',16,16); + game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17); } +var mapBg; +var tilesetBg; +var layerBg; +var mapLevel1; +var tilesetLevel1; +var layerLevel1; +var cursors; var balls; -var map; function create() { game.stage.backgroundColor = '#787878'; - game.add.tilemap(0, 0, 'background'); + mapBg = game.add.tilemap('background'); - map = game.add.tilemap(0, 0, 'level1'); - map.setCollisionByIndex([9,10,11,14,15,16,18,19,22,23,24,32,37,38], true, true, true, true); + tilesetBg = game.add.tileset('tilesBackground'); + + + layerBg = game.add.tilemapLayer(0, 0, mapBg.layers[0].width*tilesetBg.tileWidth, 600, tilesetBg, mapBg, 0); + + layerBg.fixedToCamera=false; + + layerBg.resizeWorld(); + + + mapLevel1 = game.add.tilemap('level1'); + + tilesetLevel1 = game.add.tileset('tilesLevel1'); + + tilesetLevel1.setCollisionRange(9,11,true,true,true,true); + tilesetLevel1.setCollisionRange(14,19,true,true,true,true); + tilesetLevel1.setCollisionRange(22,24,true,true,true,true); + tilesetLevel1.setCollisionRange(37,38,true,true,true,true); + + tilesetLevel1.setCollision(32,true,true,true,true); + + + layerLevel1 = game.add.tilemapLayer(0, 0, mapLevel1.layers[0].width*tilesetLevel1.tileWidth, 600, tilesetLevel1, mapLevel1, 0); + + layerLevel1.fixedToCamera=false; + + layerLevel1.resizeWorld(); + + cursors=game.input.keyboard.createCursorKeys(); balls = game.add.emitter(300, 50, 500); balls.bounce = 0.5; @@ -35,24 +72,24 @@ function create() { function update() { - game.physics.collide(balls, map); + game.physics.collide(balls,layerLevel1); - if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) + if (cursors.left.isDown) { - game.camera.x -= 8; + game.camera.x -= 18; } - else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) + else if (cursors.right.isDown) { - game.camera.x += 8; + game.camera.x += 18; } - if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) + if (cursors.up.isDown) { - game.camera.y -= 8; + game.camera.y -= 18; } - else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) + else if (cursors.down.isDown) { - game.camera.y += 8; + game.camera.y += 18; } }