class Example extends Phaser.Scene { map; marker; controls; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/desert.json'); } create () { this.map = this.make.tilemap({ key: 'map' }); const tiles = this.map.addTilesetImage('Desert', 'tiles'); const layer = this.map.createLayer('Ground', tiles, 0, 0); this.marker = this.add.graphics(); this.marker.lineStyle(2, 0x000000, 1); this.marker.strokeRect(0, 0, 6 * this.map.tileWidth, 6 * this.map.tileHeight); this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels); 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); const help = this.add.text(16, 16, 'Left-click to randomize tiles.', { fontSize: '18px', padding: { x: 10, y: 5 }, backgroundColor: '#000000', fill: '#ffffff' }); help.setScrollFactor(0); } update (time, delta) { this.controls.update(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) { // Randomize the tiles within an area using the indexes that are there already this.map.randomize(pointerTileX, pointerTileY, 6, 6); // You can also randomize and specify the array of indexes to sample from: // map.randomize(pointerTileX, pointerTileY, 6, 6, [ 30, 38, 46 ]); } } } const config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, scene: Example }; const game = new Phaser.Game(config);
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class Example extends Phaser.Scene { map; marker; controls; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/desert.json'); } create () { this.map = this.make.tilemap({ key: 'map' }); const tiles = this.map.addTilesetImage('Desert', 'tiles'); const layer = this.map.createLayer('Ground', tiles, 0, 0); this.marker = this.add.graphics(); this.marker.lineStyle(2, 0x000000, 1); this.marker.strokeRect(0, 0, 6 * this.map.tileWidth, 6 * this.map.tileHeight); this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels); 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); const help = this.add.text(16, 16, 'Left-click to randomize tiles.', { fontSize: '18px', padding: { x: 10, y: 5 }, backgroundColor: '#000000', fill: '#ffffff' }); help.setScrollFactor(0); } update (time, delta) { this.controls.update(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) { // Randomize the tiles within an area using the indexes that are there already this.map.randomize(pointerTileX, pointerTileY, 6, 6); // You can also randomize and specify the array of indexes to sample from: // map.randomize(pointerTileX, pointerTileY, 6, 6, [ 30, 38, 46 ]); } } } const config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, scene: Example }; const game = new Phaser.Game(config);