bhudson91

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About bhudson91

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    bradhudson2

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  1. I'm not sure why your exclusion isn't working, but i thought i would throw out how I handle collisions because I'm new and I really struggled to get collisions in my game working. I have a little 32x32 redSquare.png that I made with paint. I make a layer in Tiled called "Collisions" as the topmost layer. I then use my red square and put it everywhere I want my player to collide. I then add the image and layer just as you are doing except I put the layer as the first rendered layer so that you cannot see it. I then put the line map.setCollision(137, true, 'Collisions'); 137 is the ID of the red square image. You can find this by checking the .json file that you get when you import it into tiled. There are a number of ways to do collision, but I struggled to get many of them working. I found this method to be very easy. Let me know if you want to try this method and have any problems.
  2. I am new as well and have encountered these same problems. I have a few things I would do. First i noticed that your base64 encoded because of the "data" line. You need go into tiled, and click "Map" on the bar at the top, click "Map Properties", change the "Tile Layer Format" from Base64 to CSV. Also this line should be a json file: "source":"world.tsx". You need to reimport your tilesheet and save it as a .JSON file instead of .tsx. Just to be clear: 1. Click "Map" from the option bar > Click 'Map Properties" > Change "Tile Layer Format" to CSV 2. Reimport your tilesheet, but when the "save as filename" dialog pops up, save it as a .JSON instead of TSX. 3: After doing those 2, export the map again as a .json. If you still have problems with the tiles displaying, I would replace the source node in the tileset json directly with the tilesheet json. "tilesets":[ { "firstgid":1, "source":"world.tsx" }], After you reimport your tilesheet as a .json, this line will read "source": "world.json". I sometimes have problems with it finding the file, and will just put the contents of that file directly in here. So it would look something like: "tilesets":[{ "firstgid":330, "columns":16, "image":"assets\/worldTileSheet.png", "imageheight":512, "imagewidth":512, "margin":0, "name":"townTiles1", "spacing":0, "tilecount":256, "tileheight":32, "tilewidth":32, "type":"tileset"}] Let me know if you have anymore problems.
  3. I may not fully understand the problem, but tell me if im close. You have a sprite and you want him to appear behind certain layers. For example, a player walking behind a tree. You want him to appear above the grass but behind the tree so there is some level of depth. I went about this in a different manner by doing the following: //Add Grass layer map.createLayer('Background'); //LOAD THE PLAYER player = game.add.sprite(800, 400, 'dude'); game.physics.enable(player, Phaser.Physics.ARCADE); player.body.collideWorldBounds = true; player.bringToTop(); // add other layers map.createLayer('Foreground'); map.createLayer('Treetop'); This makes it so my sprite appears on the appropriate layer and has the depth that i desire. I may have missed your point completely though.
  4. @samme! You are the best! That was driving me insane. I really appreciate your help.
  5. First post here, experienced developer, but new to phaser. I am trying to get my sprite to collide with the 'Collisions' Layer I have defined in Tiled. I used Tiled to create a map and exported it as json. The image below shows that I have 4 layers. A background(all the grass), a foreground(the stump of the tree), the treetop, and the COLLISIONS layer which is the red squares covering the trunk. I followed various tips to do this for collisions but cannot get my sprite to respect it. Here is my Tiled app showing my layers: Here is what my game looks like next to my sprite. My ultimate goal is to have him collide with the trunk, which I have attempted to do with the collision layer. Below is my exported json from Tiled. { "height":50, "layers":[ { "data":[1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 1, 2, 7, 7, 7, 7, 7, 1, 2, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 2, 3, 4, 4, 5, 6, 7, 8, 9, 10, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 13, 14, 19, 19, 19, 1, 2, 3, 3, 15, 15, 15, 15, 15, 15, 13, 13, 13, 13, 1, 2, 3, 4, 16, 17, 18, 19, 20, 21, 22, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 25, 26, 19, 19, 1, 2, 3, 15, 15, 4, 25, 26, 27, 28, 29, 30, 31, 32, 33, 1, 2, 3, 4, 28, 29, 30, 31, 32, 33, 34, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 37, 38, 13, 14, 1, 2, 3, 7, 8, 4, 37, 38, 39, 40, 41, 1, 2, 3, 4, 13, 1, 2, 3, 4, 41, 42, 43, 44, 45, 46, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 49, 50, 13, 13, 13, 1, 2, 3, 7, 7, 8, 50, 51, 52, 53, 1, 2, 3, 4, 58, 1, 2, 3, 4, 53, 54, 55, 56, 57, 7, 7, 7, 8, 52, 53, 54, 55, 56, 57, 58, 61, 62, 63, 64, 65, 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"imageheight":256, "imagewidth":256, "margin":0, "name":"tree", "spacing":0, "tilecount":64, "tileheight":32, "tilewidth":32, "type":"tileset" }, { "firstgid":137, "columns":1, "image":"..\/Downloads\/RED.png", "imageheight":32, "imagewidth":32, "margin":0, "name":"RED", "spacing":0, "tilecount":1, "tileheight":32, "tiles": { "0": { "objectgroup": { "draworder":"index", "name":"", "objects":[ { "height":28, "id":1, "name":"", "rotation":0, "type":"", "visible":true, "width":33, "x":-1, "y":2 }], "opacity":1, "properties": { "Collidable":"True" }, "propertytypes": { "Collidable":"string" }, "type":"objectgroup", "visible":true, "x":0, "y":0 } } }, "tilewidth":32, "type":"tileset" }], "tilewidth":32, "type":"map", "version":"1.0.0", "width":50 } Below is my code with some comments to help: <!doctype html> <html> <head> <meta charset="UTF-8" /> <title>hello phaser!</title> <script src="//cdn.jsdelivr.net/phaser/2.5.0/phaser.min.js"></script> </head> <body> <script type="text/javascript"> var game = new Phaser.Game(800, 600, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update: update }); var player; var cursors; var direction = "down"; var speed; var spaceKey; var collisionlayer; function preload() { game.load.spritesheet('dude', 'newguy.png', 30, 32); game.load.spritesheet('adam', 'adam.png', 30, 32); game.load.tilemap('MyTilemap', 'rpgmap.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('grass', 'grass-tiles.png'); game.load.image('tree', 'tree-tile.png'); game.load.image('red', 'RED.png'); } function create() { spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.world.setBounds(0, 0, 1920, 1920); //add tilemap and tilesetimages map = game.add.tilemap('MyTilemap'); map.addTilesetImage('grass', 'grass'); map.addTilesetImage('tree', 'tree'); map.addTilesetImage('RED', 'red'); //Use setcollision with ID of Collisions tileset? map.setCollision(137); //add base layer layer = map.createLayer('Background'); //add collisions layer here? collisionlayer = map.createLayer('Collisions'); //add player player = game.add.sprite(800, 400, 'dude'); game.physics.enable(player, Phaser.Physics.ARCADE); player.body.collideWorldBounds = true; player.bringToTop(); // add other layers map.createLayer('Foreground'); map.createLayer('Treetop'); layer.resizeWorld(); layer.wrap = true; //add enemy enemy = game.add.sprite(game.world.centerX - 50, game.world.centerY - 50, 'adam'); game.physics.enable(enemy, Phaser.Physics.ARCADE); enemy.body.immovable = true; enemy.body.moves =false; enemy.body.collideWorldBounds = true; player.anchor.setTo(0.5, 0.5); game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN); //animations for player player.animations.add('down', [0, 1, 2], 10, true); player.animations.add('left', [3, 4, 5], 10, true); player.animations.add('right', [6, 7,8], 10, true); player.animations.add('up', [9, 10, 11], 10, true); cursors = game.input.keyboard.createCursorKeys(); } function update() { //This SHOULD tell player to collide with collisionlayer right? game.physics.arcade.collide(player, collisionlayer); //game.physics.arcade.collide(player, layer); //this works when colliding with layer 1 if(game.physics.arcade.collide(player, enemy)){ //do something when player collides with enemy } player.body.velocity.x = 0 player.body.velocity.y = 0 if (cursors.left.isDown) { if(spaceKey.isDown) { speed = -500; }else{ speed = -300; } player.body.velocity.x = speed // player.body.moveLeft(speed); player.animations.play('left'); direction = "left"; } else if (cursors.right.isDown) { if(spaceKey.isDown) { speed = 500; }else{ speed = 300; } player.body.velocity.x = speed //player.body.moveRight(speed); player.animations.play('right'); direction = "right"; } else if (cursors.up.isDown) { if(spaceKey.isDown) { speed = -500; }else{ speed = -300; } player.body.velocity.y = speed //player.body.moveUp(speed); player.animations.play('up'); direction = "up"; } else if (cursors.down.isDown) { if(spaceKey.isDown) { speed = 500; }else{ speed = 300; } player.body.velocity.y = speed //player.body.moveDown(speed); player.animations.play('down'); direction = "down"; } else { player.animations.stop(null, true); if(direction === "left"){ player.frame = 4; }else if(direction === "right"){ player.frame = 7; }else if(direction === "up"){ player.frame = 10; }else{ player.frame = 1; } } } </script> </body> </html>