Tidying up all of the map files, sorting out Tiled paths and updated the tilemap examples for 1.1.4.

This commit is contained in:
photonstorm 2014-01-13 19:45:15 +00:00
parent c6fa2cb7b6
commit 71f82477ea
60 changed files with 39 additions and 543 deletions

View file

@ -55,6 +55,7 @@ Significant API changes:
* Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well. * Tilemap.createFromObjects can now turn a bunch of Tiled objects into Sprites in one single call, and copies across all properties as well.
* Tween.onStartCallback and onCompleteCallback have been removed to avoid confusion. You should use the onStart, onLoop and onComplete events instead. * Tween.onStartCallback and onCompleteCallback have been removed to avoid confusion. You should use the onStart, onLoop and onComplete events instead.
* Button.forceOut default value has changed from true to false, so Buttons will revert to an Up state (if set) when pressed and released. * Button.forceOut default value has changed from true to false, so Buttons will revert to an Up state (if set) when pressed and released.
* Body.drag has been removed. Please use the new Body.friction value instead (which is a number value, not a Point object)
New features: New features:
@ -81,6 +82,9 @@ New features:
* Groups can now be added to other Groups as children via group.add() and group.addAt() * Groups can now be added to other Groups as children via group.add() and group.addAt()
* Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive. * Groups now have an 'alive' property, which can be useful when iterating through child groups with functions like forEachAlive.
* Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game. * Added a new Project Template "Full Screen Mobile" which you can find in the resources folder. Contains html / css / layout needed for a deployed Phaser game.
* Body.speed - the current speed of the body.
* Body.friction - This now replaces Body.drag and provides for a much smoother friction experience.
* Body.sleeping - A Physics Body can now be set to 'go to sleep' if the velocity drops between the given range (sleepMin and sleepMax) for the given period of sleepDuration (see the new examples).
New Examples: New Examples:
@ -137,6 +141,8 @@ Updates:
* Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings. * Canvas.getOffset now runs a strict/quirks check and uses document.documentElement when calculating scrollTop and scrollLeft to avoid Chrome console warnings.
* The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them. * The Time class now has its own Phaser.Timer which you can access through game.time.events. See the new Timer examples to show how to use them.
* Added StateManager.getCurrentState to return the currently running State object (thanks Niondir) * Added StateManager.getCurrentState to return the currently running State object (thanks Niondir)
* Removed the console.log redirect from Utils as it was messing with Firefox.
* Body.acceleration is now much smoother and less eratic at high speeds.
Bug Fixes: Bug Fixes:

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View file

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@ -24,11 +24,11 @@
"tilesets":[ "tilesets":[
{ {
"firstgid":1, "firstgid":1,
"image":"SuperMarioBros-World1-1_bank.png", "image":"super_mario.png",
"imageheight":64, "imageheight":64,
"imagewidth":176, "imagewidth":176,
"margin":0, "margin":0,
"name":"SuperMarioBros-World1-1_bank.png", "name":"SuperMarioBros-World1-1",
"properties": "properties":
{ {

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@ -1,9 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="16" height="180" tilewidth="32" tileheight="32"> <map version="1.0" orientation="orthogonal" width="16" height="180" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="CommandoMap1-1BG_bank.png" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="commando" tilewidth="32" tileheight="32">
<image source="CommandoMap1-1BG_bank.png" width="160" height="608"/> <image source="../tiles/commando.png" width="160" height="608"/>
</tileset> </tileset>
<layer name="ShoeBox Tile Grab" width="16" height ="180" > <layer name="level1" width="16" height ="180" >
<data> <data>
<tile gid="1"/> <tile gid="1"/>
<tile gid="1"/> <tile gid="1"/>

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@ -1,9 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="160" height="44" tilewidth="16" tileheight="16"> <map version="1.0" orientation="orthogonal" width="160" height="44" tilewidth="16" tileheight="16">
<tileset firstgid="1" name="CybernoidMap3BG_bank.png" tilewidth="16" tileheight="16"> <tileset firstgid="1" name="cybernoid" tilewidth="16" tileheight="16">
<image source="CybernoidMap3BG_bank.png" width="176" height="128"/> <image source="../tiles/cybernoid.png" width="176" height="128"/>
</tileset> </tileset>
<layer name="ShoeBox Tile Grab" width="160" height ="44" > <layer name="level1" width="160" height ="44" >
<data> <data>
<tile gid="1"/> <tile gid="1"/>
<tile gid="2"/> <tile gid="2"/>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="50" height="18" tilewidth="32" tileheight="32"> <map version="1.0" orientation="orthogonal" width="50" height="18" tilewidth="32" tileheight="32">
<tileset firstgid="1" name="ground_1x1" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="ground_1x1" tilewidth="32" tileheight="32">
<image source="ground_1x1.png" width="800" height="32"/> <image source="../tiles/ground_1x1.png" width="800" height="32"/>
<tile id="1"> <tile id="1">
<properties> <properties>
<property name="bounce" value="1"/> <property name="bounce" value="1"/>
@ -9,16 +9,16 @@
</tile> </tile>
</tileset> </tileset>
<tileset firstgid="26" name="walls_1x2" tilewidth="32" tileheight="64"> <tileset firstgid="26" name="walls_1x2" tilewidth="32" tileheight="64">
<image source="walls_1x2.png" width="256" height="64"/> <image source="../tiles/walls_1x2.png" width="256" height="64"/>
</tileset> </tileset>
<tileset firstgid="34" name="coin" tilewidth="32" tileheight="32"> <tileset firstgid="34" name="coin" tilewidth="32" tileheight="32">
<image source="../sprites/coin.png" width="192" height="32"/> <image source="../../sprites/coin.png" width="192" height="32"/>
</tileset> </tileset>
<tileset firstgid="40" name="tiles2" tilewidth="70" tileheight="70"> <tileset firstgid="40" name="tiles2" tilewidth="70" tileheight="70">
<image source="tiles2.png" width="840" height="910"/> <image source="../tiles/tiles2.png" width="840" height="910"/>
</tileset> </tileset>
<imagelayer name="Image Layer 1" width="50" height="18"> <imagelayer name="Image Layer 1" width="50" height="18">
<image source="../sprites/bunny.png" trans="55ffff"/> <image source="../../sprites/bunny.png" trans="55ffff"/>
<properties> <properties>
<property name="alpha" value="0.8"/> <property name="alpha" value="0.8"/>
<property name="x" value="300"/> <property name="x" value="300"/>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.0" orientation="orthogonal" width="50" height="40" tilewidth="16" tileheight="16"> <map version="1.0" orientation="orthogonal" width="50" height="40" tilewidth="16" tileheight="16">
<tileset firstgid="1" name="platformer_tiles" tilewidth="16" tileheight="16"> <tileset firstgid="1" name="platformer_tiles" tilewidth="16" tileheight="16">
<image source="../../../../kiwi-lite/Test Suite/assets/tiles/platformer_tiles.png" width="304" height="96"/> <image source="../tiles/platformer_tiles.png" width="304" height="96"/>
</tileset> </tileset>
<layer name="Tile Layer 1" width="50" height="40"> <layer name="Tile Layer 1" width="50" height="40">
<data encoding="base64" compression="zlib"> <data encoding="base64" compression="zlib">

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@ -3,8 +3,8 @@
<properties> <properties>
<property name="mapProp" value="123"/> <property name="mapProp" value="123"/>
</properties> </properties>
<tileset firstgid="1" name="SuperMarioBros-World1-1_bank.png" tilewidth="16" tileheight="16"> <tileset firstgid="1" name="SuperMarioBros" tilewidth="16" tileheight="16">
<image source="SuperMarioBros-World1-1_bank.png" width="176" height="64"/> <image source="../tiles/super_mario.png" width="176" height="64"/>
<tile id="10"> <tile id="10">
<properties> <properties>
<property name="coin" value="true"/> <property name="coin" value="true"/>

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@ -4,7 +4,8 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() { function preload() {
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON); 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.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
game.load.image('tiles', 'assets/tiles/tmw_desert_spacing.png');
game.load.image('car', 'assets/sprites/car90.png'); game.load.image('car', 'assets/sprites/car90.png');
} }
@ -20,6 +21,9 @@ function create() {
map = game.add.tilemap('desert'); map = game.add.tilemap('desert');
// The two parameters are: 1) The Tiled
map.addTilesetImage('ground_1x1');
tileset = game.add.tileset('tiles'); tileset = game.add.tileset('tiles');
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0); layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);

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@ -3,14 +3,13 @@ var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: p
function preload() { function preload() {
game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON); game.load.tilemap('mario', 'assets/tilemaps/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/mario1.png',16,16); game.load.image('tiles', 'assets/tilemaps/tiles/super_mario.png');
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 layer;
var p; var p;
var cursors; var cursors;
@ -21,18 +20,13 @@ function create() {
map = game.add.tilemap('mario'); map = game.add.tilemap('mario');
map.addTilesetImage('SuperMarioBros-World1-1', 'tiles');
tileset = game.add.tileset('tiles'); layer = map.createLayer('World1');
layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tileset.tileWidth, 600, tileset, map, 0);
layer.fixedToCamera=false;
layer.resizeWorld(); layer.resizeWorld();
cursors=game.input.keyboard.createCursorKeys(); cursors = game.input.keyboard.createCursorKeys();
} }

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@ -4,7 +4,7 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
function preload() { function preload() {
game.load.tilemap('map', 'assets/maps/commando.json', null, Phaser.Tilemap.TILED_JSON); game.load.tilemap('map', 'assets/maps/commando.json', null, Phaser.Tilemap.TILED_JSON);
game.load.tileset('tiles', 'assets/maps/commando.png', 32, 32); game.load.image('tiles', 'assets/maps/commando.png');
game.load.image('phaser', 'assets/sprites/arrow.png'); game.load.image('phaser', 'assets/sprites/arrow.png');
} }
@ -18,13 +18,10 @@ function create() {
map = game.add.tilemap('map'); map = game.add.tilemap('map');
// map.setCollisionByIndexRange(80, 97); // mario map.addTilesetImage('CommandoMap1-1BG_bank.png', 'tiles');
// map.setCollisionByIndexRange(14, 18); // mario
// map.setCollisionByIndex(1); // newtest
layer = game.add.tilemapLayer(0, 0, 800, 600, 'tiles', map, 0); layer = map.createLayer('ShoeBox Tile Grab');
// layer.debug = true; // layer.debug = true;
layer.resizeWorld(); layer.resizeWorld();
sprite = game.add.sprite(260, 100, 'phaser'); sprite = game.add.sprite(260, 100, 'phaser');

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@ -6,13 +6,13 @@ function preload() {
// game.load.tilemap('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON); // game.load.tilemap('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16); // game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16);
game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON); game.load.tilemap('map', 'assets/tilemaps/maps/features_test.json', null, Phaser.Tilemap.TILED_JSON);
// game.load.image('ground', 'assets/maps/ground_1x1.png'); // game.load.image('ground', 'assets/maps/ground_1x1.png');
game.load.image('ground_1x1', 'assets/maps/ground_1x1.png'); game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.image('walls_1x2', 'assets/maps/walls_1x2.png'); game.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
game.load.image('tiles2', 'assets/maps/tiles2.png'); game.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
// game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32); // game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);

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@ -456,8 +456,6 @@ Phaser.Utils.Debug.prototype = {
this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height); this.splitline('x: ' + sprite.body.x.toFixed(2), 'y: ' + sprite.body.y.toFixed(2), 'width: ' + sprite.width, 'height: ' + sprite.height);
this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'friction: ' + sprite.body.friction); this.splitline('speed: ' + sprite.body.speed.toFixed(2), 'angle: ' + sprite.body.angle.toFixed(2), 'friction: ' + sprite.body.friction);
//this.splitline('old x: ' + sprite.body.preX.toFixed(2), 'y: ' + sprite.body.preY.toFixed(2));
// this.splitline('drag x: ' + sprite.body.drag.x, 'y: ' + sprite.body.drag.y);
this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y); this.splitline('gravity x: ' + sprite.body.gravity.x, 'y: ' + sprite.body.gravity.y);
this.splitline('world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y); this.splitline('world gravity x: ' + this.game.physics.gravity.x, 'y: ' + this.game.physics.gravity.y);
this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2)); this.splitline('acceleration x: ' + sprite.body.acceleration.x.toFixed(2), 'y: ' + sprite.body.acceleration.y.toFixed(2));

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@ -197,43 +197,6 @@ Phaser.Utils = {
}; };
// Global functions that PIXI needs
(function() {
var consoleDisabled = false;
if (consoleDisabled) {
window.console = undefined;
}
if (window.console === undefined) {
window.console = {
debug: function() {
return true;
},
info: function() {
return false;
},
warn: function() {
return false;
},
log: function() {
return false;
}
}
}
debug = (function(args) {
window.console.debug(args);
});
info = (function(args) {
window.console.info(args);
});
warn = (function(args) {
window.console.warn(args);
});
log = (function(args) {
window.console.log(args);
});
})();
/** /**
* Converts a hex color number to an [R, G, B] array * Converts a hex color number to an [R, G, B] array
* *