Updated blank tilemap example with painting tool.

This commit is contained in:
photonstorm 2014-03-03 11:40:40 +00:00
parent 502d74ee39
commit 960e8cace6

View file

@ -1,6 +1,5 @@
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 });
// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() { function preload() {
@ -9,8 +8,10 @@ function preload() {
} }
var map; var map;
var tileset;
var layer; var layer;
var marker;
var currentTile = 0;
var cursors; var cursors;
function create() { function create() {
@ -27,42 +28,86 @@ function create() {
// Add a Tileset image to the map // Add a Tileset image to the map
map.addTilesetImage('ground_1x1'); 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. // Create a layer. This is where the map is rendered to.
layer = map.createLayer('level1'); layer = map.createLayer('level1');
// layer.resizeWorld(); // Resize the world
// map.setCollisionBetween(1, 12); layer.resizeWorld();
// layer.debug = true;
// Create our tile selector at the top of the screen
this.createTileSelector();
game.input.setMoveCallback(updateMarker, this);
cursors = game.input.keyboard.createCursorKeys(); cursors = game.input.keyboard.createCursorKeys();
} }
function pickTile(sprite, pointer) {
currentTile = game.math.snapToFloor(pointer.x, 32) / 32;
}
function updateMarker() {
marker.x = layer.getTileX(game.input.activePointer.worldX) * 32;
marker.y = layer.getTileY(game.input.activePointer.worldY) * 32;
if (game.input.mousePointer.isDown)
{
map.putTile(currentTile, layer.getTileX(marker.x), layer.getTileY(marker.y))
}
}
function update() { function update() {
if (cursors.left.isDown) if (cursors.left.isDown)
{ {
game.camera.x -= 4;
} }
else if (cursors.right.isDown) else if (cursors.right.isDown)
{ {
game.camera.x += 4;
} }
if (cursors.up.isDown) if (cursors.up.isDown)
{ {
game.camera.y -= 4;
} }
else if (cursors.down.isDown) else if (cursors.down.isDown)
{ {
game.camera.y += 4;
} }
} }
function render() { function render() {
game.debug.cameraInfo(game.camera, 32, 32);
} }
function createTileSelector() {
// Our tile selection window
var tileSelector = game.add.group();
var tileSelectorBackground = game.make.graphics();
tileSelectorBackground.beginFill(0x000000, 0.5);
tileSelectorBackground.drawRect(0, 0, 800, 34);
tileSelectorBackground.endFill();
tileSelector.add(tileSelectorBackground);
var tileStrip = tileSelector.create(1, 1, 'ground_1x1');
tileStrip.inputEnabled = true;
tileStrip.events.onInputDown.add(pickTile, this);
tileSelector.fixedToCamera = true;
// Our painting marker
marker = game.add.graphics();
marker.lineStyle(2, 0x000000, 1);
marker.drawRect(0, 0, 32, 32);
}