GooodWin67

Members
  • Content count

    2
  • Joined

  • Last visited

  1. access to tile

    I have: game.load.tilemap('desert', 'assets/desert.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/tmw_desert_spacing.png'); ------------------------------------- map = game.add.tilemap('desert'); map.addTilesetImage('Desert', 'tiles'); ------------------------------------ i can for example: map.setCollisionBetween(1,16); ------------------------------------ how i can access to number 3 in tilemap? For example, how i can get all 'x' coordinates image number 3?
  2. simple multiplayer example

    Hi all) I decided to try to learn a multiplayer with phaser, node, socket.io found a few examples. But so almost nothing did not understand This example works. but the player moves when the mouse is pressed, at the point where they clicked. How to make the player move by pressing the arrows of the keyboard. Without multiplayer I can do it. And how do I do not understand in multiplayer (( server.js var express = require('express'); var app = express(); var server = require('http').Server(app); var io = require('socket.io').listen(server); app.use('/js',express.static(__dirname + '/js')); app.use('/assets',express.static(__dirname + '/assets')); app.get('/',function(req,res){ res.sendFile(__dirname+'/index.html'); }); server.listen(process.env.PORT || 8081,function(){ console.log('Listening on '+server.address().port); }); server.lastPlayerID = 0; io.on('connection', function(socket) { socket.on('newplayer', function(){ socket.player = { id : server.lastPlayerID++, x : 200, y : 200 }; socket.emit('allplayers', getAllPlayers()); socket.broadcast.emit('newplayer', socket.player); socket.on('disconnect', function() { io.emit('remove', socket.player.id); }); socket.on('click', function(data) { socket.player.x = data.x; socket.player.y = data.y; io.emit('move', socket.player); }); }); }); function getAllPlayers(){ var players = []; Object.keys(io.sockets.connected).forEach(function(socketID){ var player = io.sockets.connected[socketID].player; if(player) players.push(player); }); return players; } client.js var Client = {}; Client.socket = io.connect(); Client.askNewPlayer = function() { Client.socket.emit('newplayer'); } Client.socket.on('newplayer', function(data) { Game.addNewPlayer(data.id,data.x,data.y) }); Client.socket.on('allplayers', function(data) { console.log(data); for(var i = 0; i < data.length; i++) { Game.addNewPlayer(data[i].id, data[i].x, data[i].y); } }); Client.socket.on('remove', function(id) { Game.removePlayer(id); }); Client.sendClick = function(x,y) { Client.socket.emit('click', {x:x,y:y}); }; Client.socket.on('move', function(data) { Game.movePlayer(data.id, data.x, data.y); }); game.js var Game = {}; Game.init = function(){ game.stage.disableVisibilityChange = true; }; Game.preload = function() { game.load.tilemap('map', 'assets/map/example_map.json', null, Phaser.Tilemap.TILED_JSON); game.load.spritesheet('tileset', 'assets/map/tilesheet.png',32,32); game.load.image('sprite','assets/sprites/sprite.png'); }; Game.create = function(){ Game.playerMap = {}; var map = game.add.tilemap('map'); map.addTilesetImage('tilesheet', 'tileset'); // tilesheet is the key of the tileset in map's JSON file var layer; for(var i = 0; i < map.layers.length; i++) { layer = map.createLayer(i); } layer.inputEnabled = true; // Allows clicking on the map ; it's enough to do it on the last layer Client.askNewPlayer(); cursors = game.input.keyboard.createCursorKeys(); game.physics.startSystem(Phaser.Physics.ARCADE); layer.events.onInputUp.add(Game.getCoordinates, this); }; Game.addNewPlayer = function(id,x,y) { Game.playerMap[id] = game.add.sprite(x,y,'sprite'); game.physics.arcade.enable(Game.playerMap[id]); } Game.removePlayer = function(id) { Game.playerMap[id].destroy(); delete Game.playerMap[id]; }; Game.getCoordinates = function(layer, pointer) { Client.sendClick(pointer.worldX, pointer.worldY); } Game.movePlayer = function(id,x,y) { var player = Game.playerMap[id]; var distance = Phaser.Math.distance(player.x, player.y,x,y); var duration = distance*10; var tween = game.add.tween(player); tween.to({x:x, y:y}, duration); tween.start(); };