var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('phaser', 'assets/sprites/phaser-dude.png'); game.load.tilemap('desert', 'assets/tilemaps/maps/depthsort.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); game.load.spritesheet('trees', 'assets/tilemaps/tiles/walls_1x2.png', 32, 64); } var map; var tileset; var layer; var sprite; var group; var oldY = 0; var cursors; function create() { // Create our tilemap to walk around map = game.add.tilemap('desert'); map.addTilesetImage('ground_1x1'); layer = map.createLayer('Tile Layer 1'); layer.resizeWorld(); // This group will hold the main player + all the tree sprites to depth sort against group = game.add.group(); // The player sprite = group.create(300, 200, 'phaser'); // Some trees for (var i = 0; i < 50; i++) { var x = game.math.snapTo(game.world.randomX, 32); var y = game.math.snapTo(game.world.randomY, 32); group.create(x, y, 'trees', game.rnd.integerInRange(0, 8)); } // Move it cursors = game.input.keyboard.createCursorKeys(); } function update() { sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; if (cursors.left.isDown) { sprite.body.velocity.x = -150; } else if (cursors.right.isDown) { sprite.body.velocity.x = 150; } if (cursors.up.isDown) { sprite.body.velocity.y = -150; } else if (cursors.down.isDown) { sprite.body.velocity.y = 150; } if (sprite.y !== oldY) { // Group.sort() is an expensive operation // You really want to minimise how often it is called as much as possible. // So this little check helps at least, but if you can, do it even less than this. group.sort(); oldY = sprite.y; } }