phaser/examples/tilemaps/fill tiles.js

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2013-10-22 02:58:20 +00:00
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
game.load.image('car', 'assets/sprites/car90.png');
}
var map;
var tileset;
var layer;
var cursors;
var sprite;
function create() {
map = game.add.tilemap('desert');
tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
layer.resizeWorld();
sprite = game.add.sprite(450, 80, 'car');
sprite.anchor.setTo(0.5, 0.5);
game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
game.input.onDown.add(fillTiles, this);
}
function fillTiles() {
map.fill(31, layer.getTileX(sprite.x), layer.getTileY(sprite.y), 6, 6);
}
function update() {
game.physics.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
sprite.body.angularVelocity = 0;
if (cursors.left.isDown)
{
sprite.body.angularVelocity = -200;
}
else if (cursors.right.isDown)
{
sprite.body.angularVelocity = 200;
}
if (cursors.up.isDown)
{
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
}
}
function render() {
game.debug.renderText('Click to fill tiles', 32, 32, 'rgb(0,0,0)');
game.debug.renderText('Tile X: ' + layer.getTileX(sprite.x), 32, 48, 'rgb(0,0,0)');
game.debug.renderText('Tile Y: ' + layer.getTileY(sprite.y), 32, 64, 'rgb(0,0,0)');
}