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Final notes and 'blank tilemap' example source showing constant scaling of layer 1. (There aren't any examples of map scaling).
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docs/_phaser_tilemap_GL_progress.txt

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@@ -211,6 +211,207 @@ I think that's it! Time to clean it all up...
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Ok finally... here is the source for my modifications of the "blank tilemap" example which scales layer 1 constantly.
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
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}
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var map;
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var layer1;
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var layer2;
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var layer3;
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var marker;
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var currentTile = 0;
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var currentLayer;
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var cursors;
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var showLayersKey;
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var layer1Key;
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var layer2Key;
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var layer3Key;
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var layer1Scale = new Phaser.Point(1, 1);
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var sx = 0.03;
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var sy = 0.02;
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function create() {
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game.stage.backgroundColor = '#2d2d2d';
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// Creates a blank tilemap
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map = game.add.tilemap();
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// Add a Tileset image to the map
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map.addTilesetImage('ground_1x1');
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// Creates a new blank layer and sets the map dimensions.
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// In this case the map is 40x30 tiles in size and the tiles are 32x32 pixels in size.
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layer1 = map.create('level1', 40, 30, 32, 32);
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layer1.scrollFactorX = 0.5;
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layer1.scrollFactorY = 0.5;
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// Resize the world
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layer1.resizeWorld();
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layer2 = map.createBlankLayer('level2', 40, 30, 32, 32);
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layer2.scrollFactorX = 0.8;
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layer2.scrollFactorY = 0.8;
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layer3 = map.createBlankLayer('level3', 40, 30, 32, 32);
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currentLayer = layer3;
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// Create our tile selector at the top of the screen
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createTileSelector();
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game.input.addMoveCallback(updateMarker, this);
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cursors = game.input.keyboard.createCursorKeys();
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showLayersKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
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layer1Key = game.input.keyboard.addKey(Phaser.Keyboard.ONE);
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layer2Key = game.input.keyboard.addKey(Phaser.Keyboard.TWO);
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layer3Key = game.input.keyboard.addKey(Phaser.Keyboard.THREE);
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showLayersKey.onDown.add(changeLayer, this);
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layer1Key.onDown.add(changeLayer, this);
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layer2Key.onDown.add(changeLayer, this);
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layer3Key.onDown.add(changeLayer, this);
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console.log(layer1.index);
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console.log(layer2.index);
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console.log(layer3.index);
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}
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function changeLayer(key) {
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switch (key.keyCode)
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{
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case Phaser.Keyboard.SPACEBAR:
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layer1.alpha = 1;
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layer2.alpha = 1;
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layer3.alpha = 1;
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break;
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case Phaser.Keyboard.ONE:
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currentLayer = layer1;
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layer1.alpha = 1;
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layer2.alpha = 0.2;
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layer3.alpha = 0.2;
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break;
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case Phaser.Keyboard.TWO:
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currentLayer = layer2;
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layer1.alpha = 0.2;
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layer2.alpha = 1;
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layer3.alpha = 0.2;
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break;
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case Phaser.Keyboard.THREE:
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currentLayer = layer3;
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layer1.alpha = 0.2;
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layer2.alpha = 0.2;
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layer3.alpha = 1;
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break;
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}
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}
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function pickTile(sprite, pointer) {
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currentTile = game.math.snapToFloor(pointer.x, 32) / 32;
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}
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function updateMarker() {
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marker.x = currentLayer.getTileX(game.input.activePointer.worldX) * 32;
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marker.y = currentLayer.getTileY(game.input.activePointer.worldY) * 32;
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if (game.input.mousePointer.isDown)
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{
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map.putTile(currentTile, currentLayer.getTileX(marker.x), currentLayer.getTileY(marker.y), currentLayer);
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// map.fill(currentTile, currentLayer.getTileX(marker.x), currentLayer.getTileY(marker.y), 4, 4, currentLayer);
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}
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}
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function update() {
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if (cursors.left.isDown)
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{
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game.camera.x -= 4;
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}
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else if (cursors.right.isDown)
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{
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game.camera.x += 4;
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}
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if (cursors.up.isDown)
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{
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game.camera.y -= 4;
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}
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else if (cursors.down.isDown)
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{
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game.camera.y += 4;
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}
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// animate the layer1 scale constantly
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layer1Scale.x += sx;
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if ( layer1Scale.x < 0.5 || layer1Scale.x > 2.0 ) sx = -sx;
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layer1Scale.y += sy;
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if ( layer1Scale.y < 0.5 || layer1Scale.y > 2.0 ) sy = -sy;
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layer1.scale.set( layer1Scale.x, layer1Scale.y );
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layer1.updateTransform();
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}
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function render() {
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game.debug.text('Current Layer: ' + currentLayer.name, 16, 550);
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game.debug.text('1-3 Switch Layers. SPACE = Show All. Cursors = Move Camera', 16, 570);
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}
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function createTileSelector() {
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// Our tile selection window
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var tileSelector = game.add.group();
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var tileSelectorBackground = game.make.graphics();
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tileSelectorBackground.beginFill(0x000000, 0.5);
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tileSelectorBackground.drawRect(0, 0, 800, 34);
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tileSelectorBackground.endFill();
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tileSelector.add(tileSelectorBackground);
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var tileStrip = tileSelector.create(1, 1, 'ground_1x1');
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tileStrip.inputEnabled = true;
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tileStrip.events.onInputDown.add(pickTile, this);
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tileSelector.fixedToCamera = true;
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// Our painting marker
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marker = game.add.graphics();
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marker.lineStyle(2, 0x000000, 1);
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marker.drawRect(0, 0, 32, 32);
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}
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