var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON); game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16); // game.load.image('phaser', 'assets/sprites/phaser-dude.png'); game.load.image('phaser', 'assets/sprites/space-baddie.png'); } var map; var tileset; var layer; var cursors; var overlap; var sprite; function create() { game.stage.backgroundColor = '#3d3d3d'; // A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere). // You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer. map = new Phaser.Tilemap(game, 'level3'); // A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import. // You can set properties on the Tile objects, such as collision, n-way movement and meta data. // A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes. // This way multiple levels can share the same single Tileset without requiring one each. tileset = game.cache.getTileset('tiles'); // Basically this sets EVERY SINGLE tile to fully collide on all faces tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true); // And this turns off collision on the only tile we don't want collision on :) tileset.setCollision(6, false, false, false, false); tileset.setCollision(34, false, false, false, false); tileset.setCollision(35, false, false, false, false); // A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data. // The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world. // The width/height is the rendered size of the layer in pixels, not the size of the map data itself. // This one gives tileset as a string, the other an object // layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0); layer = new Phaser.TilemapLayer(game, 0, 0, 800, 400, tileset, map, 0); // To set tiles for collision you need to modify the Tileset, which is a property of the layer // Task now // // 1) Get tiles that will collide with sprites new position (hullX and hullY) // 2) Separate x/y // Collision is based on the layer.x/y value // layer.sprite.anchor.setTo(0.5, 0.5); game.world.add(layer.sprite); // This is a bit nuts, ought to find a way to automate it, but it looks cool :) map.debugMap = [ '#000000', '#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#e40058', '#e40058', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#80d010', '#80d010', '#80d010', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#80d010', '#0070ec', '#0070ec', '#24188c', '#24188c', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#80d010', '#80d010', '#80d010', '#e40058', '#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#80d010', '#bcbcbc', '#80d010', '#000000', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#e40058', '#80d010', '#80d010', '#e40058', '#e40058', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc' ]; // map.dump(); // layer.sprite.scale.setTo(2, 2); // Works a treat :) // game.add.sprite(320, 0, layer.texture, layer.frame); // game.add.sprite(0, 200, layer.texture, layer.frame); // game.add.sprite(320, 200, layer.texture, layer.frame); // game.world.setBounds(0, 0, 2000, 2000); // game.camera.x = 400; sprite = game.add.sprite(200, 80, 'phaser'); cursors = game.input.keyboard.createCursorKeys(); } function update() { sprite.body.velocity.setTo(0, 0); // layer.sprite.angle += 0.5; if (cursors.up.isDown) { sprite.body.velocity.y = -100; // layer.y -= 4; } else if (cursors.down.isDown) { sprite.body.velocity.y = 100; // layer.y += 4; } if (cursors.left.isDown) { sprite.body.velocity.x = -100; // layer.x -= 4; } else if (cursors.right.isDown) { sprite.body.velocity.x = 100; // layer.x += 4; } // getTiles: function (x, y, width, height, collides, layer) { overlap = layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true); if (overlap.length > 1) { // console.log('%c ', 'background: #000000') for (var i = 1; i < overlap.length; i++) { game.physics.separateTile(sprite.body, overlap[i]); } } } function render() { layer.render(); game.debug.renderSpriteInfo(sprite, 32, 450); // game.debug.renderCameraInfo(game.camera, 32, 32); /* game.context.save(); game.context.setTransform(1, 0, 0, 1, 0, 0); game.context.fillStyle = 'rgba(255, 0, 0, 0.5)'; if (overlap.length > 1) { var x = 0; var y = 0; for (var i = 1; i < overlap.length; i++) { game.context.drawImage( overlap[i].tile.tileset.image, overlap[i].tile.x, overlap[i].tile.y, overlap[i].tile.width, overlap[i].tile.height, 0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height ); if (overlap[i].tile.collideNone == false) { game.context.fillRect(0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height); } x++; if (x == overlap[0].tw) { x = 0; y++; } } } game.context.restore(); */ // game.debug.renderRectangle(sprite.body.hullX); }