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Loads of updates across most the Tilemap files. Not finished yet, still CSV loading to do and a multi-tileset issue to resolve, but it's a lot more flexible now.
69 lines
1.4 KiB
JavaScript
69 lines
1.4 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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}
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var map;
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var tileset;
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var layer;
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var cursors;
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function create() {
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game.stage.backgroundColor = '#787878';
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// Creates a blank tilemap
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map = game.add.tilemap();
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// Creates a layer and sets-up the map dimensions.
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// In this case the map is 30x30 tiles in size and the tiles are 32x32 pixels in size.
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map.create('level1', 30, 30, 32, 32);
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// Add a Tileset image to the map
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map.addTilesetImage('ground_1x1');
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map.putTile(4, 1, 1)
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map.putTile(10, 2, 1)
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map.putTile(10, 3, 1)
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map.putTile(10, 4, 1)
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// Create a layer. This is where the map is rendered to.
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layer = map.createLayer('level1');
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// layer.resizeWorld();
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// map.setCollisionBetween(1, 12);
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// layer.debug = true;
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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if (cursors.left.isDown)
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{
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}
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else if (cursors.right.isDown)
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{
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}
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if (cursors.up.isDown)
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{
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}
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else if (cursors.down.isDown)
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{
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}
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}
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function render() {
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game.debug.cameraInfo(game.camera, 32, 32);
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}
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