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);
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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);