Extracting the correct area from a layer, debug displaying it and preparing for collision.

This commit is contained in:
photonstorm
2013-10-15 05:41:42 +01:00
parent dd695e066f
commit f3ea68aad3
7 changed files with 551 additions and 253 deletions
+63 -2
View File
@@ -15,9 +15,12 @@
}
var map;
var tileset;
var layer;
var cursors;
var sprite2;
var overlap;
function create() {
@@ -25,9 +28,19 @@
// 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');
map = new Phaser.Tilemap(game, 'level3');
var tileset = game.cache.getTileset('tiles');
// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
// This way multiple levels can share the same single Tileset without requiring one each.
tileset = game.cache.getTileset('tiles');
// Basically this sets EVERY SINGLE tile to fully collide on all faces
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
// And this turns off collision on the only tile we don't want collision on :)
tileset.setCollision(6, false, false, false, false);
// 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.
@@ -38,6 +51,11 @@
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
// Task now
//
// 1) Get tiles that will collide with sprites new position (hullX and hullY)
// 2) Separate x/y
// Collision is based on the layer.x/y value
@@ -95,12 +113,55 @@
layer.x += 4;
}
// getTiles: function (x, y, width, height, collides, layer) {
overlap = layer.getTiles(layer.x, layer.y, 128, 128);
}
function render() {
layer.render();
game.context.save();
game.context.setTransform(1, 0, 0, 1, 0, 0);
game.context.fillStyle = 'rgba(255, 0, 0, 0.5)';
if (overlap.length > 1)
{
var x = 0;
var y = 0;
for (var i = 1; i < overlap.length; i++)
{
game.context.drawImage(
overlap[i].tile.tileset.image,
overlap[i].tile.x,
overlap[i].tile.y,
overlap[i].tile.width,
overlap[i].tile.height,
0 + (x * overlap[i].tile.width),
420 + (y * overlap[i].tile.height),
overlap[i].tile.width,
overlap[i].tile.height
);
if (overlap[i].tile.collideNone == false)
{
game.context.fillRect(0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height);
}
x++;
if (x == overlap[0].tw)
{
x = 0;
y++;
}
}
}
game.context.restore();
}
</script>