var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); } var map; var layer; var marker; var currentTile = 0; var cursors; function create() { game.stage.backgroundColor = '#787878'; // Creates a blank tilemap map = game.add.tilemap(); // Creates a layer and sets-up the map dimensions. // In this case the map is 30x30 tiles in size and the tiles are 32x32 pixels in size. map.create('level1', 30, 30, 32, 32); // Add a Tileset image to the map map.addTilesetImage('ground_1x1'); // Create a layer. This is where the map is rendered to. layer = map.createLayer('level1'); // Resize the world layer.resizeWorld(); // Create our tile selector at the top of the screen createTileSelector(); game.input.setMoveCallback(updateMarker, this); cursors = game.input.keyboard.createCursorKeys(); } function pickTile(sprite, pointer) { currentTile = game.math.snapToFloor(pointer.x, 32) / 32; } function updateMarker() { marker.x = layer.getTileX(game.input.activePointer.worldX) * 32; marker.y = layer.getTileY(game.input.activePointer.worldY) * 32; if (game.input.mousePointer.isDown) { map.putTile(currentTile, layer.getTileX(marker.x), layer.getTileY(marker.y)) } } function update() { if (cursors.left.isDown) { game.camera.x -= 4; } else if (cursors.right.isDown) { game.camera.x += 4; } if (cursors.up.isDown) { game.camera.y -= 4; } else if (cursors.down.isDown) { game.camera.y += 4; } } function render() { } function createTileSelector() { // Our tile selection window var tileSelector = game.add.group(); var tileSelectorBackground = game.make.graphics(); tileSelectorBackground.beginFill(0x000000, 0.5); tileSelectorBackground.drawRect(0, 0, 800, 34); tileSelectorBackground.endFill(); tileSelector.add(tileSelectorBackground); var tileStrip = tileSelector.create(1, 1, 'ground_1x1'); tileStrip.inputEnabled = true; tileStrip.events.onInputDown.add(pickTile, this); tileSelector.fixedToCamera = true; // Our painting marker marker = game.add.graphics(); marker.lineStyle(2, 0x000000, 1); marker.drawRect(0, 0, 32, 32); }