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Fixed nearly all of the tilemap examples to use the new tilemap system.
1 parent 71f8247 commit e7c2b6a

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Lines changed: 252 additions & 134 deletions
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examples/tilemaps/fill tiles.js

Lines changed: 5 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -3,15 +3,13 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
33

44
function preload() {
55

6-
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7-
// game.load.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
8-
game.load.image('tiles', 'assets/tiles/tmw_desert_spacing.png');
6+
game.load.tilemap('desert', 'assets/tilemaps/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7+
game.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');
98
game.load.image('car', 'assets/sprites/car90.png');
109

1110
}
1211

1312
var map;
14-
var tileset;
1513
var layer;
1614

1715
var cursors;
@@ -21,12 +19,9 @@ function create() {
2119

2220
map = game.add.tilemap('desert');
2321

24-
// The two parameters are: 1) The Tiled
25-
map.addTilesetImage('ground_1x1');
22+
map.addTilesetImage('Desert', 'tiles');
2623

27-
tileset = game.add.tileset('tiles');
28-
29-
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
24+
layer = map.createLayer('Ground');
3025

3126
layer.resizeWorld();
3227

@@ -43,7 +38,7 @@ function create() {
4338

4439
function fillTiles() {
4540

46-
map.fill(31, layer.getTileX(sprite.x), layer.getTileY(sprite.y), 6, 6);
41+
map.fill(31, layer.getTileX(sprite.x), layer.getTileY(sprite.y), 8, 8);
4742

4843
}
4944

examples/tilemaps/mapcollide.js

Lines changed: 20 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -3,8 +3,8 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
33

44
function preload() {
55

6-
game.load.tilemap('mario', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
7-
game.load.tileset('marioTiles', 'assets/maps/mario1.png',16,16);
6+
game.load.tilemap('mario', 'assets/tilemaps/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
7+
game.load.image('tiles', 'assets/tilemaps/tiles/super_mario.png');
88
game.load.image('player', 'assets/sprites/phaser-dude.png');
99

1010
}
@@ -21,29 +21,30 @@ function create() {
2121

2222
map = game.add.tilemap('mario');
2323

24-
tileset = game.add.tileset('marioTiles');
24+
map.addTilesetImage('SuperMarioBros-World1-1', 'tiles');
2525

26-
// floor
27-
tileset.setCollisionRange(80, 97, true, true, true, true);
26+
// 14 = ? block
27+
// map.setCollisionBetween(14, 15);
2828

29-
// one-ways
30-
tileset.setCollisionRange(15, 17, true, true, false, true);
29+
map.setCollisionBetween(15, 16);
30+
map.setCollisionBetween(20, 25);
31+
map.setCollisionBetween(27, 29);
32+
map.setCollision(40);
33+
34+
layer = map.createLayer('World1');
3135

32-
layer = game.add.tilemapLayer(0, 0, map.layers[0].width*tileset.tileWidth, 600, tileset, map, 0);
36+
// Un-comment this on to see the collision tiles
37+
// layer.debug = true;
3338

34-
layer.fixedToCamera=false;
35-
3639
layer.resizeWorld();
3740

38-
39-
4041
p = game.add.sprite(32, 32, 'player');
4142

42-
p.body.gravity.y = 10;
43-
p.body.bounce.y = 0.4;
44-
p.body.collideWorldBounds = true;
45-
43+
game.physics.gravity.y = 250;
4644

45+
p.body.bounce.y = 0.2;
46+
p.body.friction = 1;
47+
p.body.collideWorldBounds = true;
4748

4849
game.camera.follow(p);
4950

@@ -53,21 +54,17 @@ function create() {
5354

5455
function update() {
5556

56-
game.physics.collide(p,layer);
57+
game.physics.collide(p, layer);
5758

5859
p.body.velocity.x = 0;
5960

6061
if (cursors.up.isDown)
6162
{
6263
if (p.body.touching.down)
6364
{
64-
p.body.velocity.y = -400;
65+
p.body.velocity.y = -200;
6566
}
6667
}
67-
else if (cursors.down.isDown)
68-
{
69-
// game.camera.y += 4;
70-
}
7168

7269
if (cursors.left.isDown)
7370
{
@@ -82,8 +79,7 @@ function update() {
8279

8380
function render() {
8481

85-
game.debug.renderCameraInfo(game.camera, 32, 32);
86-
// game.debug.renderSpriteCorners(p);
82+
game.debug.renderCameraInfo(game.camera, 420, 320);
8783
game.debug.renderSpriteCollision(p, 32, 320);
8884

8985
}

examples/tilemaps/paint tiles.js

Lines changed: 8 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -3,25 +3,26 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
33

44
function preload() {
55

6-
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7-
game.load.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
6+
game.load.tilemap('desert', 'assets/tilemaps/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7+
game.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');
88

99
}
1010

1111
var map;
12-
var tileset;
1312
var layer;
1413

1514
var marker;
16-
var currentTile = 0;
15+
var currentTile;
1716

1817
function create() {
1918

2019
map = game.add.tilemap('desert');
2120

22-
tileset = game.add.tileset('tiles');
23-
24-
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
21+
map.addTilesetImage('Desert', 'tiles');
22+
23+
currentTile = map.getTile(2, 3);
24+
25+
layer = map.createLayer('Ground');
2526

2627
layer.resizeWorld();
2728

examples/tilemaps/randomise tiles.js

Lines changed: 14 additions & 13 deletions
Original file line numberDiff line numberDiff line change
@@ -3,54 +3,55 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
33

44
function preload() {
55

6-
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7-
game.load.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
6+
game.load.tilemap('desert', 'assets/tilemaps/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7+
game.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');
88
game.load.image('car', 'assets/sprites/car90.png');
99

1010
}
1111

1212
var map;
13-
var tileset;
1413
var layer;
1514

1615
var cursors;
1716
var sprite;
17+
var marker;
1818

1919
function create() {
2020

2121
map = game.add.tilemap('desert');
2222

23-
tileset = game.add.tileset('tiles');
24-
25-
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
23+
map.addTilesetImage('Desert', 'tiles');
24+
25+
layer = map.createLayer('Ground');
2626

2727
layer.resizeWorld();
2828

29+
marker = game.add.graphics();
30+
marker.lineStyle(2, 0x00bff3, 1);
31+
marker.drawRect(0, 0, 32 * 6, 32 * 6);
32+
2933
sprite = game.add.sprite(450, 80, 'car');
3034
sprite.anchor.setTo(0.5, 0.5);
3135

3236
game.camera.follow(sprite);
3337

3438
cursors = game.input.keyboard.createCursorKeys();
3539

40+
3641
game.input.onDown.add(randomiseTiles, this);
3742

3843
}
3944

4045
function randomiseTiles() {
4146

42-
// This will replace every instance of tile 31 (cactus plant) with tile 46 (the sign post).
43-
// It does this across the whole layer of the map unless a region is specified.
44-
45-
// You can also pass in x, y, width, height values to control the area in which the replace happens
46-
47-
map.shuffle(layer.getTileX(sprite.x), layer.getTileY(sprite.y), 6, 6);
47+
map.random(layer.getTileX(sprite.x), layer.getTileY(sprite.y), 6, 6);
4848

4949
}
5050

5151
function update() {
5252

53-
game.physics.collide(sprite, layer);
53+
marker.x = layer.getTileX(sprite.x) * 32;
54+
marker.y = layer.getTileY(sprite.y) * 32;
5455

5556
sprite.body.velocity.x = 0;
5657
sprite.body.velocity.y = 0;

examples/tilemaps/replace tiles.js

Lines changed: 5 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -3,14 +3,13 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
33

44
function preload() {
55

6-
game.load.tilemap('desert', 'assets/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7-
game.load.tileset('tiles', 'assets/tiles/tmw_desert_spacing.png', 32, 32, -1, 1, 1);
6+
game.load.tilemap('desert', 'assets/tilemaps/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7+
game.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');
88
game.load.image('car', 'assets/sprites/car90.png');
99

1010
}
1111

1212
var map;
13-
var tileset;
1413
var layer;
1514

1615
var cursors;
@@ -20,9 +19,9 @@ function create() {
2019

2120
map = game.add.tilemap('desert');
2221

23-
tileset = game.add.tileset('tiles');
24-
25-
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
22+
map.addTilesetImage('Desert', 'tiles');
23+
24+
layer = map.createLayer('Ground');
2625

2726
layer.resizeWorld();
2827

@@ -50,8 +49,6 @@ function replaceTiles() {
5049

5150
function update() {
5251

53-
game.physics.collide(sprite, layer);
54-
5552
sprite.body.velocity.x = 0;
5653
sprite.body.velocity.y = 0;
5754
sprite.body.angularVelocity = 0;

examples/tilemaps/shuffle tiles.js

Lines changed: 82 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,82 @@
1+
2+
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
3+
4+
function preload() {
5+
6+
game.load.tilemap('desert', 'assets/tilemaps/maps/desert.json', null, Phaser.Tilemap.TILED_JSON);
7+
game.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');
8+
game.load.image('car', 'assets/sprites/car90.png');
9+
10+
}
11+
12+
var map;
13+
var layer;
14+
15+
var cursors;
16+
var sprite;
17+
var marker;
18+
19+
function create() {
20+
21+
map = game.add.tilemap('desert');
22+
23+
map.addTilesetImage('Desert', 'tiles');
24+
25+
layer = map.createLayer('Ground');
26+
27+
layer.resizeWorld();
28+
29+
marker = game.add.graphics();
30+
marker.lineStyle(2, 0x00bff3, 1);
31+
marker.drawRect(0, 0, 32 * 6, 32 * 6);
32+
33+
sprite = game.add.sprite(450, 80, 'car');
34+
sprite.anchor.setTo(0.5, 0.5);
35+
36+
game.camera.follow(sprite);
37+
38+
cursors = game.input.keyboard.createCursorKeys();
39+
40+
41+
game.input.onDown.add(randomiseTiles, this);
42+
43+
}
44+
45+
function randomiseTiles() {
46+
47+
map.shuffle(layer.getTileX(sprite.x), layer.getTileY(sprite.y), 6, 6);
48+
49+
}
50+
51+
function update() {
52+
53+
marker.x = layer.getTileX(sprite.x) * 32;
54+
marker.y = layer.getTileY(sprite.y) * 32;
55+
56+
sprite.body.velocity.x = 0;
57+
sprite.body.velocity.y = 0;
58+
sprite.body.angularVelocity = 0;
59+
60+
if (cursors.left.isDown)
61+
{
62+
sprite.body.angularVelocity = -200;
63+
}
64+
else if (cursors.right.isDown)
65+
{
66+
sprite.body.angularVelocity = 200;
67+
}
68+
69+
if (cursors.up.isDown)
70+
{
71+
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
72+
}
73+
74+
}
75+
76+
function render() {
77+
78+
game.debug.renderText('Click to randomise tiles', 32, 32, 'rgb(0,0,0)');
79+
game.debug.renderText('Tile X: ' + layer.getTileX(sprite.x), 32, 48, 'rgb(0,0,0)');
80+
game.debug.renderText('Tile Y: ' + layer.getTileY(sprite.y), 32, 64, 'rgb(0,0,0)');
81+
82+
}

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