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  1. And one more thing @samme, In your example map is loading according to pixel size and that only we can zoom in and out. But I want to load the full map in same 800*600 or less (600*400) area.How can I implement this?
  2. Hey @samme I saw the example you have given. I have some problem with that How can I increase and decrease the scale using mouse click or some like that. I don't want to use new Gui.
  3. Thank you man @samme, This will help me for sure.
  4. Thank you @mickeyren, I am using tilemap, so loading json file and image . How can I consider that as Sprite.
  5. Hey @samme , can you explain how I will use it?
  6. I have created tilemap using Tiled software of pixel size 1200x1000. While rendering it using phaser I have set width equal to 500 and height equal to 400.After this only map of 500x400 area is loading and remaining part is missing. How can I show the full map in 500x400 area on my webpage?
  7. I am developing a game where I need to zoom in entire map also I can be able zoom out. I have created a tilemap using tiled software and rendered it using phaser.js. How can I add this function to my game?
  8. I am developing a game where my player has to look to see forward when I am pressing right arrow key. But how can I make it look reverse after pressing left arrow? I can create a sprite of reverse look but how can load that while pressing left and at the same time forward player should be destroyed?
  9. I want to fill the color in specific tile. The method available in phaser is putTile(), But I want to fill any color I want. In canvas there is method called fillrect(). Please suggest me some solution.
  10. I have created a sample map using tiled software. Then tried to load the same u on webpage using phaser.js. But I am not getting the proper result. Is there any mistake in my code or something wrong with library. <!DOCTYPE html> <html> <head> <title>Basic Platformer game</title> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width"> <script src="js/phaser.min.js"></script> <script src="js/phaser.js"></script> </head> <body> <div id="phaser-game"></div> <script type="text/javascript"> (function() { var game = new Phaser.Game( 800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); function preload() { game.load.tilemap('map', 'background.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tile2', 'floor2.png'); game.load.image('player','bot2.png'); } var map; var layer; var marker; var player; var currentTile; var cursors; var curser; function create() { game.stage.backgroundColor = '#787878'; game.physics.startSystem(Phaser.Physics.P2JS); map = game.add.tilemap('map'); map.addTilesetImage('floor2','tile2'); currentTile = map.getTile(0, 0); layer = map.createLayer('Tile Layer 1'); player = game.add.sprite(20, 20, 'player'); game.physics.p2.enable(player); player.body.fixedRotation = true; layer.resizeWorld(); marker =; marker.lineStyle(2, 0x000000, 1); marker.drawRect(0, 0, 20, 20); cursors = game.input.keyboard.createCursorKeys();, Phaser.Camera.FOLLOW_LOCKON, 0.1, 0.1); game.physics.arcade.enable(player); </script> </body> </html>
  11. Hello, I am working on a game using tilemap and phaser framework. I want select the multiple coordinates on tilemap using phaser (cursor) and then can be able to store into an array. Is this possible using phaser? suggest me some solution for this.
  12. Hey, @hicotech I have again question if you don't mind to answer it, can we select multiple coordinates like this using cursor or something and store that coordinates into an array.
  13. Thank you @hicotech again, Its really working now. Thank you so much!!!
  14. Thank you @hicotech , I really appreciate this replay from you. Actually I want divide the map save that coordinates (no of tiles) into an array. I tried the above changes, coordinates are coming properly in array the only problem is the coordinates are in pixels. In this map tile size is 15*15 pixel, can you suggest me how can get tile coordinates??
  15. Hello devs, I am working on one game where I have created function to save onclicked coordinates into an array. function update() { marker.x = layer.getTileX(game.input.activePointer.pageX ) * 15; marker.y = layer.getTileY(game.input.activePointer.pageY ) * 15; var arrayData = []; if (game.input.mousePointer.isDown && map.getTile(layer.getTileX(marker.x), layer.getTileY(marker.y)) != currentTile) { arrayData.push(layer.getTileX(marker.x),layer.getTileY(marker.y)); arrayData.toString(); document.getElementById('test').innerHTML = " Data: " + arrayData; console.log("Data:"+arrayData); } In this function I have declared array var arrayData = []; inside update() function and the output is, it showing only showing on set of coordinates and second click that value is updating . So, coordinate values are added into array but only single pair and on every click that pair value is updating. Secondly, If I am declaring array outside the update function ,the result is totally different. On-clicked, the value are coming in high quantity. If I am clicking on (1,3) coordinates then the array result is (1,3,1,3,1,3,1,3,1,3,1,3,1,3,1,3,1,3) and on second click on the coordinates (4,6) the array result is like (1,3,1,3,1,3,1,3,1,3,1,3,1,3,1,3,1,3,4,6,4,6,4,6,4,6,4,6,4,6,4,6,4,6,4,6,4,6,4,6,4,6) Please suggest me some solution , so that I can add these coordinate pairs properly into an array. Thank you