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Fixed all the tilemap examples.
1 parent d2506dd commit f3ff9c1

12 files changed

Lines changed: 104 additions & 263 deletions

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examples/tilemaps/create from objects.js

Lines changed: 11 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -33,12 +33,13 @@ function create() {
3333

3434
layer = map.createLayer('Tile Layer 1');
3535

36-
// layer.debug = true;
37-
3836
layer.resizeWorld();
3937

38+
game.physics.startSystem(Phaser.Physics.ARCADE);
39+
4040
// Here we create our coins group
4141
coins = game.add.group();
42+
coins.enableBody = true;
4243

4344
// And now we convert all of the Tiled objects with an ID of 34 into sprites within the coins group
4445
map.createFromObjects('Object Layer 1', 34, 'coin', 0, true, false, coins);
@@ -48,10 +49,12 @@ function create() {
4849
coins.callAll('animations.play', 'animations', 'spin');
4950

5051
sprite = game.add.sprite(260, 100, 'phaser');
51-
sprite.anchor.setTo(0.5, 0.5);
52+
sprite.anchor.set(0.5);
53+
54+
game.physics.arcade.enable(sprite);
5255

5356
// This adjusts the collision body size.
54-
sprite.body.setRectangle(16, 16, 25, 15);
57+
sprite.body.setSize(32, 32, 16, 16);
5558

5659
// We'll set a lower max angular velocity here to keep it from going totally nuts
5760
sprite.body.maxAngular = 500;
@@ -67,8 +70,8 @@ function create() {
6770

6871
function update() {
6972

70-
game.physics.collide(sprite, layer);
71-
game.physics.overlap(sprite, coins, collectCoin, null, this);
73+
game.physics.arcade.collide(sprite, layer);
74+
game.physics.arcade.overlap(sprite, coins, collectCoin, null, this);
7275

7376
sprite.body.velocity.x = 0;
7477
sprite.body.velocity.y = 0;
@@ -85,10 +88,9 @@ function update() {
8588

8689
if (cursors.up.isDown)
8790
{
88-
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
91+
game.physics.arcade.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
8992
}
9093

91-
9294
}
9395

9496
function collectCoin(player, coin) {
@@ -99,6 +101,6 @@ function collectCoin(player, coin) {
99101

100102
function render() {
101103

102-
game.debug.physicsBody(sprite.body);
104+
game.debug.body(sprite);
103105

104106
}

examples/tilemaps/fill tiles.js

Lines changed: 6 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -17,6 +17,8 @@ var sprite;
1717

1818
function create() {
1919

20+
game.physics.startSystem(Phaser.Physics.ARCADE);
21+
2022
map = game.add.tilemap('desert');
2123

2224
map.addTilesetImage('Desert', 'tiles');
@@ -28,6 +30,8 @@ function create() {
2830
sprite = game.add.sprite(450, 80, 'car');
2931
sprite.anchor.setTo(0.5, 0.5);
3032

33+
game.physics.enable(sprite);
34+
3135
game.camera.follow(sprite);
3236

3337
cursors = game.input.keyboard.createCursorKeys();
@@ -44,7 +48,7 @@ function fillTiles() {
4448

4549
function update() {
4650

47-
game.physics.collide(sprite, layer);
51+
game.physics.arcade.collide(sprite, layer);
4852

4953
sprite.body.velocity.x = 0;
5054
sprite.body.velocity.y = 0;
@@ -61,7 +65,7 @@ function update() {
6165

6266
if (cursors.up.isDown)
6367
{
64-
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
68+
sprite.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(sprite.angle, 300));
6569
}
6670

6771
}
Lines changed: 8 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -17,6 +17,8 @@ var cursors;
1717

1818
function create() {
1919

20+
game.physics.startSystem(Phaser.Physics.ARCADE);
21+
2022
game.stage.backgroundColor = '#787878';
2123

2224
map = game.add.tilemap('mario');
@@ -40,7 +42,9 @@ function create() {
4042

4143
p = game.add.sprite(32, 32, 'player');
4244

43-
game.physics.gravity.y = 250;
45+
game.physics.enable(p);
46+
47+
game.physics.arcade.gravity.y = 250;
4448

4549
p.body.bounce.y = 0.2;
4650
p.body.linearDamping = 1;
@@ -54,7 +58,7 @@ function create() {
5458

5559
function update() {
5660

57-
game.physics.collide(p, layer);
61+
game.physics.arcade.collide(p, layer);
5862

5963
p.body.velocity.x = 0;
6064

@@ -79,7 +83,7 @@ function update() {
7983

8084
function render() {
8185

82-
game.debug.cameraInfo(game.camera, 420, 320);
83-
game.debug.physicsBody(p.body);
86+
// game.debug.body(p);
87+
game.debug.bodyInfo(p, 32, 320);
8488

8589
}

examples/tilemaps/mario.js

Lines changed: 0 additions & 53 deletions
This file was deleted.

examples/tilemaps/randomise tiles.js

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -18,6 +18,8 @@ var marker;
1818

1919
function create() {
2020

21+
game.physics.startSystem(Phaser.Physics.ARCADE);
22+
2123
map = game.add.tilemap('desert');
2224

2325
map.addTilesetImage('Desert', 'tiles');
@@ -33,11 +35,12 @@ function create() {
3335
sprite = game.add.sprite(450, 80, 'car');
3436
sprite.anchor.setTo(0.5, 0.5);
3537

38+
game.physics.enable(sprite);
39+
3640
game.camera.follow(sprite);
3741

3842
cursors = game.input.keyboard.createCursorKeys();
3943

40-
4144
game.input.onDown.add(randomiseTiles, this);
4245

4346
}
@@ -68,7 +71,7 @@ function update() {
6871

6972
if (cursors.up.isDown)
7073
{
71-
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
74+
sprite.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(sprite.angle, 300));
7275
}
7376

7477
}

examples/tilemaps/replace tiles.js

Lines changed: 5 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -17,6 +17,8 @@ var sprite;
1717

1818
function create() {
1919

20+
game.physics.startSystem(Phaser.Physics.ARCADE);
21+
2022
map = game.add.tilemap('desert');
2123

2224
map.addTilesetImage('Desert', 'tiles');
@@ -28,6 +30,8 @@ function create() {
2830
sprite = game.add.sprite(450, 80, 'car');
2931
sprite.anchor.setTo(0.5, 0.5);
3032

33+
game.physics.enable(sprite);
34+
3135
game.camera.follow(sprite);
3236

3337
cursors = game.input.keyboard.createCursorKeys();
@@ -64,7 +68,7 @@ function update() {
6468

6569
if (cursors.up.isDown)
6670
{
67-
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
71+
sprite.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(sprite.angle, 300));
6872
}
6973

7074
}

examples/tilemaps/shuffle tiles.js

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -18,6 +18,8 @@ var marker;
1818

1919
function create() {
2020

21+
game.physics.startSystem(Phaser.Physics.ARCADE);
22+
2123
map = game.add.tilemap('desert');
2224

2325
map.addTilesetImage('Desert', 'tiles');
@@ -33,11 +35,12 @@ function create() {
3335
sprite = game.add.sprite(450, 80, 'car');
3436
sprite.anchor.setTo(0.5, 0.5);
3537

38+
game.physics.enable(sprite);
39+
3640
game.camera.follow(sprite);
3741

3842
cursors = game.input.keyboard.createCursorKeys();
3943

40-
4144
game.input.onDown.add(randomiseTiles, this);
4245

4346
}
@@ -68,7 +71,7 @@ function update() {
6871

6972
if (cursors.up.isDown)
7073
{
71-
sprite.body.velocity.copyFrom(game.physics.velocityFromAngle(sprite.angle, 300));
74+
sprite.body.velocity.copyFrom(game.physics.arcade.velocityFromAngle(sprite.angle, 300));
7275
}
7376

7477
}

examples/tilemaps/tile callbacks.js

Lines changed: 11 additions & 16 deletions
Original file line numberDiff line numberDiff line change
@@ -19,41 +19,36 @@ var cursors;
1919

2020
function create() {
2121

22+
game.physics.startSystem(Phaser.Physics.ARCADE);
23+
2224
map = game.add.tilemap('map');
2325

2426
map.addTilesetImage('ground_1x1');
2527
map.addTilesetImage('coin');
2628

2729
map.setCollisionBetween(1, 12);
28-
2930
map.setTileIndexCallback(26, hitCoin, this);
30-
3131
map.setTileLocationCallback(2, 0, 1, 1, hitCoin, this);
3232

3333
layer = map.createLayer('Tile Layer 1');
3434

35-
// layer.debug = true;
36-
3735
layer.resizeWorld();
3836

39-
game.physics.gravity.y = 100;
37+
game.physics.arcade.gravity.y = 100;
4038

4139
sprite = game.add.sprite(260, 100, 'phaser');
42-
sprite.anchor.setTo(0.5, 0.5);
40+
sprite.anchor.set(0.5);
4341

44-
sprite.body.setRectangle(16, 16, 8, 8);
42+
game.physics.enable(sprite);
43+
44+
sprite.body.setSize(16, 16, 8, 8);
4545

4646
// We'll set a lower max angular velocity here to keep it from going totally nuts
4747
sprite.body.maxAngular = 500;
4848

4949
// Apply a drag otherwise the sprite will just spin and never slow down
5050
sprite.body.angularDrag = 50;
5151

52-
// sprite.body.bounce.x = 0.8;
53-
// sprite.body.bounce.y = 0.8;
54-
55-
debugSprite = sprite;
56-
5752
game.camera.follow(sprite);
5853

5954
cursors = game.input.keyboard.createCursorKeys();
@@ -72,7 +67,7 @@ function hitCoin(sprite, tile) {
7267

7368
function update() {
7469

75-
game.physics.collide(sprite, layer);
70+
game.physics.arcade.collide(sprite, layer);
7671

7772
sprite.body.velocity.x = 0;
7873
sprite.body.velocity.y = 0;
@@ -89,14 +84,14 @@ function update() {
8984

9085
if (cursors.up.isDown)
9186
{
92-
game.physics.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
87+
game.physics.arcade.velocityFromAngle(sprite.angle, 300, sprite.body.velocity);
9388
}
9489

9590
}
9691

9792
function render() {
9893

99-
// game.debug.bodyInfo(sprite, 16, 24);
100-
// game.debug.physicsBody(sprite.body);
94+
game.debug.bodyInfo(sprite, 16, 24);
95+
game.debug.body(sprite);
10196

10297
}

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