class Example extends Phaser.Scene
{
debugGraphics;
map;
controls;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
// this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-property.json');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-property-v12.json');
this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
}
create ()
{
this.map = this.make.tilemap({ key: 'map' });
const tileset = this.map.addTilesetImage('kenny_platformer_64x64');
const layer = this.map.createLayer(0, tileset, 0, 0);
layer.setScale(0.75);
// Instead of setting collision by index, you can set collision via properties that you set up
// in Tiled. You can assign properties to tiles in the tileset editor. Note: you need
// to NOT have the collision editor or terrain editor open when you set them up.
// This map has tiles with a boolean "collides" property, so we can do the following:
layer.setCollisionByProperty({ collides: true });
// You can also specify multiple properties, or an array of possible property values. The next
// line would set any tile to collide if it has "collides" set to true or if it has a "type"
// equal to 'lava' or 'water':
// layer.setCollisionByProperty({ collides: true, type: [ 'lava', 'water' ] });
// Visualize the colliding tiles
this.debugGraphics = this.add.graphics();
this.drawDebug();
this.input.on('pointerdown', () =>
{
this.debugGraphics.visible = !this.debugGraphics.visible;
if (this.debugGraphics.visible)
{
this.drawDebug();
}
});
const help = this.add.text(16, 16, 'Click to toggle rendering collision information.', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
const cursors = this.input.keyboard.createCursorKeys();
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
speed: 0.5
};
this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);
}
update (time, delta)
{
this.controls.update(delta);
}
drawDebug ()
{
this.debugGraphics.clear();
this.map.renderDebug(this.debugGraphics, { tileColor: null });
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#ffffff',
parent: 'phaser-example',
pixelArt: true,
scene: Example
};
const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
debugGraphics;
map;
controls;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
// this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-property.json');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-property-v12.json');
this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
}
create ()
{
this.map = this.make.tilemap({ key: 'map' });
const tileset = this.map.addTilesetImage('kenny_platformer_64x64');
const layer = this.map.createLayer(0, tileset, 0, 0);
layer.setScale(0.75);
// Instead of setting collision by index, you can set collision via properties that you set up
// in Tiled. You can assign properties to tiles in the tileset editor. Note: you need
// to NOT have the collision editor or terrain editor open when you set them up.
// This map has tiles with a boolean "collides" property, so we can do the following:
layer.setCollisionByProperty({ collides: true });
// You can also specify multiple properties, or an array of possible property values. The next
// line would set any tile to collide if it has "collides" set to true or if it has a "type"
// equal to 'lava' or 'water':
// layer.setCollisionByProperty({ collides: true, type: [ 'lava', 'water' ] });
// Visualize the colliding tiles
this.debugGraphics = this.add.graphics();
this.drawDebug();
this.input.on('pointerdown', () =>
{
this.debugGraphics.visible = !this.debugGraphics.visible;
if (this.debugGraphics.visible)
{
this.drawDebug();
}
});
const help = this.add.text(16, 16, 'Click to toggle rendering collision information.', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
const cursors = this.input.keyboard.createCursorKeys();
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
speed: 0.5
};
this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);
}
update (time, delta)
{
this.controls.update(delta);
}
drawDebug ()
{
this.debugGraphics.clear();
this.map.renderDebug(this.debugGraphics, { tileColor: null });
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#ffffff',
parent: 'phaser-example',
pixelArt: true,
scene: Example
};
const game = new Phaser.Game(config);