class Example extends Phaser.Scene { helpText; objectToPlace = 'platform'; map; marker; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('tiles', 'assets/tilemaps/tiles/platformer_tiles.png'); } create () { // Creating a blank tilemap with the specified dimensions this.map = this.make.tilemap({ tileWidth: 16, tileHeight: 16, width: 25, height: 20}); const tiles = this.map.addTilesetImage('tiles'); const layer = this.map.createBlankLayer('layer1', tiles); layer.setScale(2); // Add a simple scene with some random element layer.fill(58, 0, 13, 25, 1); // Surface of the water layer.fill(77, 0, 14, 25, 5); // Body of the water layer.randomize(0, 0, 25, 13, [ 44, 45, 46, 47, 48 ]); // Wall above the water this.input.keyboard.on('keydown-ONE', (event) => { this.objectToPlace = 'platform'; this.helpText.setText(this.getHelpMessage()); }); this.input.keyboard.on('keydown-TWO', (event) => { this.objectToPlace = 'flower'; this.helpText.setText(this.getHelpMessage()); }); this.input.keyboard.on('keydown-THREE', (event) => { this.objectToPlace = 'tiki'; this.helpText.setText(this.getHelpMessage()); }); this.marker = this.add.graphics(); this.marker.lineStyle(2, 0x000000, 1); this.marker.strokeRect(0, 0, this.map.tileWidth * layer.scaleX, this.map.tileHeight * layer.scaleY); this.helpText = this.add.text(16, 16, this.getHelpMessage(), { fontSize: '18px', padding: { x: 10, y: 5 }, fill: '#ffffff', backgroundColor: '#000000' }); this.helpText.setScrollFactor(0); } update (time, delta) { const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main); // Rounds down to nearest tile const pointerTileX = this.map.worldToTileX(worldPoint.x); const pointerTileY = this.map.worldToTileY(worldPoint.y); // Snap to tile coordinates, but in world space this.marker.x = this.map.tileToWorldX(pointerTileX); this.marker.y = this.map.tileToWorldY(pointerTileY); if (this.input.manager.activePointer.isDown) { switch (this.objectToPlace) { case 'flower': // You can place an individal tile by index (or by passing in a Tile object) this.map.putTileAt(15, pointerTileX, pointerTileY); break; case 'platform': // You can place a row of tile indexes at a location this.map.putTilesAt([ 104, 105, 106, 107 ], pointerTileX, pointerTileY); break; case 'tiki': // You can also place a 2D array of tiles at a location this.map.putTilesAt([ [ 49, 50 ], [ 51, 52 ] ], pointerTileX, pointerTileY); break; default: break; } } } getHelpMessage () { return `Press 1/2/3 to change object to place.\nLeft click to place the tiles.\nSelected object: ${this.objectToPlace}`; } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#00000', parent: 'phaser-example', pixelArt: true, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { helpText; objectToPlace = 'platform'; map; marker; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('tiles', 'assets/tilemaps/tiles/platformer_tiles.png'); } create () { // Creating a blank tilemap with the specified dimensions this.map = this.make.tilemap({ tileWidth: 16, tileHeight: 16, width: 25, height: 20}); const tiles = this.map.addTilesetImage('tiles'); const layer = this.map.createBlankLayer('layer1', tiles); layer.setScale(2); // Add a simple scene with some random element layer.fill(58, 0, 13, 25, 1); // Surface of the water layer.fill(77, 0, 14, 25, 5); // Body of the water layer.randomize(0, 0, 25, 13, [ 44, 45, 46, 47, 48 ]); // Wall above the water this.input.keyboard.on('keydown-ONE', (event) => { this.objectToPlace = 'platform'; this.helpText.setText(this.getHelpMessage()); }); this.input.keyboard.on('keydown-TWO', (event) => { this.objectToPlace = 'flower'; this.helpText.setText(this.getHelpMessage()); }); this.input.keyboard.on('keydown-THREE', (event) => { this.objectToPlace = 'tiki'; this.helpText.setText(this.getHelpMessage()); }); this.marker = this.add.graphics(); this.marker.lineStyle(2, 0x000000, 1); this.marker.strokeRect(0, 0, this.map.tileWidth * layer.scaleX, this.map.tileHeight * layer.scaleY); this.helpText = this.add.text(16, 16, this.getHelpMessage(), { fontSize: '18px', padding: { x: 10, y: 5 }, fill: '#ffffff', backgroundColor: '#000000' }); this.helpText.setScrollFactor(0); } update (time, delta) { const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main); // Rounds down to nearest tile const pointerTileX = this.map.worldToTileX(worldPoint.x); const pointerTileY = this.map.worldToTileY(worldPoint.y); // Snap to tile coordinates, but in world space this.marker.x = this.map.tileToWorldX(pointerTileX); this.marker.y = this.map.tileToWorldY(pointerTileY); if (this.input.manager.activePointer.isDown) { switch (this.objectToPlace) { case 'flower': // You can place an individal tile by index (or by passing in a Tile object) this.map.putTileAt(15, pointerTileX, pointerTileY); break; case 'platform': // You can place a row of tile indexes at a location this.map.putTilesAt([ 104, 105, 106, 107 ], pointerTileX, pointerTileY); break; case 'tiki': // You can also place a 2D array of tiles at a location this.map.putTilesAt([ [ 49, 50 ], [ 51, 52 ] ], pointerTileX, pointerTileY); break; default: break; } } } getHelpMessage () { return `Press 1/2/3 to change object to place.\nLeft click to place the tiles.\nSelected object: ${this.objectToPlace}`; } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#00000', parent: 'phaser-example', pixelArt: true, scene: Example }; const game = new Phaser.Game(config);