var game = new Phaser.Game(800, 600, Phaser.CANVAS, '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, render: render }); function preload() { game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); } var map; var tileset; var layer; 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'); map.putTile(4, 1, 1) map.putTile(10, 2, 1) map.putTile(10, 3, 1) map.putTile(10, 4, 1) // Create a layer. This is where the map is rendered to. layer = map.createLayer('level1'); // layer.resizeWorld(); // map.setCollisionBetween(1, 12); // layer.debug = true; cursors = game.input.keyboard.createCursorKeys(); } function update() { if (cursors.left.isDown) { } else if (cursors.right.isDown) { } if (cursors.up.isDown) { } else if (cursors.down.isDown) { } } function render() { game.debug.cameraInfo(game.camera, 32, 32); }