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.addOnce(swapTiles, this); } function swapTiles() { // This will swap every instance of tile 30 (empty ground) with tile 31 (the cactus plant), it also does the opposite, // so tile 31 (cactus plants) will become empty ground (tile 30). It does this across the whole layer of the map. // You can also pass in x, y, width, height values to control the area in which the swap happens map.swap(30, 31); } 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 swap 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)'); }