Merge pull request #155 from alvinsight/dev

Tilemaps examples updated
This commit is contained in:
Richard Davey 2013-11-01 07:50:54 -07:00
commit 51a42c2f12
5 changed files with 179 additions and 53 deletions

View file

@ -3,12 +3,15 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() { function preload() {
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON); game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('marioTiles', 'assets/maps/mario1.png',16,16);
game.load.image('player', 'assets/sprites/phaser-dude.png'); game.load.image('player', 'assets/sprites/phaser-dude.png');
} }
var map; var map;
var tileset;
var layer;
var p; var p;
var cursors; var cursors;
@ -16,13 +19,23 @@ function create() {
game.stage.backgroundColor = '#787878'; game.stage.backgroundColor = '#787878';
map = game.add.tilemap(0, 0, 'mario'); map = game.add.tilemap('mario');
tileset = game.add.tileset('marioTiles');
// floor // floor
map.setCollisionRange(80, 97, true, true, true, true); tileset.setCollisionRange(80, 97, true, true, true, true);
// one-ways // one-ways
map.setCollisionRange(15, 17, true, true, false, true); tileset.setCollisionRange(15, 17, true, true, false, true);
layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tileset.tileWidth, 600, tileset, map, 0);
layer.fixedToCamera=false;
layer.resizeWorld();
p = game.add.sprite(32, 32, 'player'); p = game.add.sprite(32, 32, 'player');
@ -30,7 +43,7 @@ function create() {
p.body.bounce.y = 0.4; p.body.bounce.y = 0.4;
p.body.collideWorldBounds = true; p.body.collideWorldBounds = true;
game.world.setBounds(0, 0, map.width, 600);
game.camera.follow(p); game.camera.follow(p);
@ -40,7 +53,7 @@ function create() {
function update() { function update() {
map.collide(p); game.physics.collide(p,layer);
p.body.velocity.x = 0; p.body.velocity.x = 0;

View file

@ -1,41 +1,59 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, '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 });
function preload() { function preload() {
game.load.tilemap('mario', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON); game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/mario1.png',16,16);
game.load.image('player', 'assets/sprites/phaser-dude.png');
} }
var map;
var tileset;
var layer;
var p;
var cursors;
function create() { function create() {
game.stage.backgroundColor = '#787878'; game.stage.backgroundColor = '#787878';
game.add.tilemap(0, 0, 'mario'); map = game.add.tilemap('mario');
tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tileset.tileWidth, 600, tileset, map, 0);
layer.fixedToCamera=false;
layer.resizeWorld();
cursors=game.input.keyboard.createCursorKeys();
} }
function update() { function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) if (cursors.left.isDown)
{ {
game.camera.x -= 8; game.camera.x -= 8;
} }
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) else if (cursors.right.isDown)
{ {
game.camera.x += 8; game.camera.x += 8;
} }
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) if (cursors.up.isDown)
{ {
game.camera.y -= 8; game.camera.y -= 8;
} }
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) else if (cursors.down.isDown)
{ {
game.camera.y += 8; game.camera.y += 8;
} }
} }
function render() {
}

View file

@ -3,17 +3,37 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() { function preload() {
game.load.tilemap('nes', 'assets/maps/mario1.png', 'assets/maps/mario1.json', null, Phaser.Tilemap.JSON); game.load.tilemap('nes', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tilemap('snes', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON); game.load.tileset('tilesNes', 'assets/maps/mario1.png',16,16);
game.load.tilemap('snes', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tilesSnes', 'assets/maps/smb_tiles.png',16,16);
} }
function create() { function create() {
game.stage.backgroundColor = '#5c94fc'; game.stage.backgroundColor = '#5c94fc';
game.add.tilemap(0, 0, 'nes'); mapNes = game.add.tilemap('nes');
game.add.tilemap(0, 168, 'snes');
tilesetNes = game.add.tileset('tilesNes');
layerNes = game.add.tilemapLayer(0, 0, mapNes.layers[0].width*tilesetNes.tileWidth, 600, tilesetNes, mapNes, 0);
layerNes.fixedToCamera=false;
layerNes.resizeWorld();
mapSnes = game.add.tilemap('snes');
tilesetSnes = game.add.tileset('tilesSnes');
layerSnes = game.add.tilemapLayer(0, 168, mapSnes.layers[0].width*tilesetSnes.tileWidth, 600, tilesetSnes, mapSnes, 0);
layerSnes.fixedToCamera=false;
game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true); game.add.tween(game.camera).to( { x: 5120-800 }, 30000, Phaser.Easing.Linear.None, true, 0, 1000, true);

View file

@ -1,43 +1,81 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, '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});
function preload() { function preload() {
game.load.tilemap('background', 'assets/maps/smb_bg.png', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.JSON); game.load.tilemap('background', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tilemap('level1', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON); game.load.tileset('tilesBackground', 'assets/maps/smb_bg.png',16,16);
game.load.tilemap('level1', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tilesLevel1', 'assets/maps/smb_tiles.png',16,16);
} }
var mapBg;
var tilesetBg;
var layerBg;
var mapLevel1;
var tilesetLevel1;
var layerLevel1;
var cursors;
function create() { function create() {
game.stage.backgroundColor = '#787878'; game.stage.backgroundColor = '#787878';
game.add.tilemap(0, 0, 'background'); mapBg = game.add.tilemap('background');
game.add.tilemap(0, 0, 'level1');
tilesetBg = game.add.tileset('tilesBackground');
layerBg = game.add.tilemapLayer(0, 0, mapBg.layers[0].width*tilesetBg.tileWidth, 600, tilesetBg, mapBg, 0);
layerBg.fixedToCamera=false;
layerBg.resizeWorld();
mapLevel1 = game.add.tilemap('level1');
tilesetLevel1 = game.add.tileset('tilesLevel1');
layerLevel1 = game.add.tilemapLayer(0, 0, mapLevel1.layers[0].width*tilesetLevel1.tileWidth, 600, tilesetLevel1, mapLevel1, 0);
layerLevel1.fixedToCamera=false;
cursors=game.input.keyboard.createCursorKeys();
balls = game.add.emitter(300, 50, 500);
balls.bounce = 0.5;
balls.makeParticles('balls', [0,1,2,3,4,5], 500, 1);
balls.minParticleSpeed.setTo(-150, 150);
balls.maxParticleSpeed.setTo(100, 100);
balls.gravity = 8;
balls.start(false, 5000, 50);
game.add.tween(balls).to({ x: 4000 }, 7500, Phaser.Easing.Sinusoidal.InOut, true, 0, 1000, true);
} }
function update() { function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) if (cursors.left.isDown)
{ {
game.camera.x -= 8; game.camera.x -= 18;
} }
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) else if (cursors.right.isDown)
{ {
game.camera.x += 8; game.camera.x += 18;
} }
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) if (cursors.up.isDown)
{ {
game.camera.y -= 8; game.camera.y -= 18;
} }
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) else if (cursors.down.isDown)
{ {
game.camera.y += 8; game.camera.y += 18;
} }
} }
function render() {
}

View file

@ -1,25 +1,62 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update }); var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update});
function preload() { function preload() {
game.load.tilemap('background', 'assets/maps/smb_bg.png', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.JSON); game.load.tilemap('background', 'assets/maps/smb_bg.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tilemap('level1', 'assets/maps/smb_tiles.png', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.JSON); game.load.tileset('tilesBackground', 'assets/maps/smb_bg.png',16,16);
game.load.tilemap('level1', 'assets/maps/smb_level1.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tilesLevel1', 'assets/maps/smb_tiles.png',16,16);
game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17); game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);
} }
var mapBg;
var tilesetBg;
var layerBg;
var mapLevel1;
var tilesetLevel1;
var layerLevel1;
var cursors;
var balls; var balls;
var map;
function create() { function create() {
game.stage.backgroundColor = '#787878'; game.stage.backgroundColor = '#787878';
game.add.tilemap(0, 0, 'background'); mapBg = game.add.tilemap('background');
map = game.add.tilemap(0, 0, 'level1'); tilesetBg = game.add.tileset('tilesBackground');
map.setCollisionByIndex([9,10,11,14,15,16,18,19,22,23,24,32,37,38], true, true, true, true);
layerBg = game.add.tilemapLayer(0, 0, mapBg.layers[0].width*tilesetBg.tileWidth, 600, tilesetBg, mapBg, 0);
layerBg.fixedToCamera=false;
layerBg.resizeWorld();
mapLevel1 = game.add.tilemap('level1');
tilesetLevel1 = game.add.tileset('tilesLevel1');
tilesetLevel1.setCollisionRange(9,11,true,true,true,true);
tilesetLevel1.setCollisionRange(14,19,true,true,true,true);
tilesetLevel1.setCollisionRange(22,24,true,true,true,true);
tilesetLevel1.setCollisionRange(37,38,true,true,true,true);
tilesetLevel1.setCollision(32,true,true,true,true);
layerLevel1 = game.add.tilemapLayer(0, 0, mapLevel1.layers[0].width*tilesetLevel1.tileWidth, 600, tilesetLevel1, mapLevel1, 0);
layerLevel1.fixedToCamera=false;
layerLevel1.resizeWorld();
cursors=game.input.keyboard.createCursorKeys();
balls = game.add.emitter(300, 50, 500); balls = game.add.emitter(300, 50, 500);
balls.bounce = 0.5; balls.bounce = 0.5;
@ -35,24 +72,24 @@ function create() {
function update() { function update() {
game.physics.collide(balls, map); game.physics.collide(balls,layerLevel1);
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) if (cursors.left.isDown)
{ {
game.camera.x -= 8; game.camera.x -= 18;
} }
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) else if (cursors.right.isDown)
{ {
game.camera.x += 8; game.camera.x += 18;
} }
if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) if (cursors.up.isDown)
{ {
game.camera.y -= 8; game.camera.y -= 18;
} }
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) else if (cursors.down.isDown)
{ {
game.camera.y += 8; game.camera.y += 18;
} }
} }