All of the setCollision methods now have a 'collides' parameter so you can enable or disable collision, not only enable it. Also fixed Loader example.

This commit is contained in:
photonstorm
2014-01-14 11:58:00 +00:00
parent 8479e456dd
commit ff7cad102c
2 changed files with 136 additions and 97 deletions
+14 -9
View File
@@ -3,7 +3,6 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() {
// Tilemaps are split into two parts: The actual map data (usually stored in a CSV or JSON file)
// and the tileset/s used to render the map.
@@ -16,27 +15,33 @@ function preload() {
// The final one tells Phaser the foramt of the map data, in this case it's a JSON file exported from the Tiled map editor.
// This could be Phaser.Tilemap.CSV too.
game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tilemap('mario', 'assets/tilemaps/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
// Next we load the tileset. This consists of an image and a set of values that determine the size of the tiles within the image.
// In this case we give it a unique key, the URL to the PNG file and tell Phaser the tiles are all 16x16 pixels in size.
// Next we load the tileset. This is just an image, loaded in via the normal way we load images:
game.load.tileset('tiles', 'assets/maps/mario1.png', 16, 16);
game.load.image('tiles', 'assets/tilemaps/tiles/super_mario.png');
}
var map;
var tileset;
var layer;
function create() {
game.stage.backgroundColor = '#787878';
// The 'mario' key here is the Loader key given in game.load.tilemap
map = game.add.tilemap('mario');
tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
// The first parameter is the tileset name, as specified in the Tiled map editor (and in the tilemap json file)
// The second parameter maps this name to the Phaser.Cache key 'tiles'
map.addTilesetImage('SuperMarioBros-World1-1', 'tiles');
// Creates a layer from the World1 layer in the map data.
// A Layer is effectively like a Phaser.Sprite, so is added to the display list.
layer = map.createLayer('World1');
// This resizes the game world to match the layer dimensions
layer.resizeWorld();
}