phaser/examples/wip/tilemap put tile.js
photonstorm 5a6ae5f696 Tilemap.putTile now correctly re-calculates the collision data based on the new collideIndexes array (fixes #371)
Tilemap.putTile can now insert a tile into a null/blank area of the map (before it could only replace existing tiles)
2014-03-04 03:08:35 +00:00

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2.5 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
}
var map;
var layer;
var marker;
var currentTile = 0;
var cursors;
function create() {
game.stage.backgroundColor = '#787878';
// Creates a blank tilemap
map = game.add.tilemap();
// Creates a layer and sets-up the map dimensions.
// In this case the map is 30x30 tiles in size and the tiles are 32x32 pixels in size.
map.create('level1', 30, 30, 32, 32);
// Add a Tileset image to the map
map.addTilesetImage('ground_1x1');
// Create a layer. This is where the map is rendered to.
layer = map.createLayer('level1');
// Resize the world
layer.resizeWorld();
map.setCollisionBetween(0, 12);
layer.debug = true;
// Create our tile selector at the top of the screen
createTileSelector();
game.input.setMoveCallback(updateMarker, this);
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() {
if (cursors.left.isDown)
{
game.camera.x -= 4;
}
else if (cursors.right.isDown)
{
game.camera.x += 4;
}
if (cursors.up.isDown)
{
game.camera.y -= 4;
}
else if (cursors.down.isDown)
{
game.camera.y += 4;
}
}
function render() {
}
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);
}