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  1. Here's my create() function. create() { const map = this.make.tilemap({key: "level_map"}); const tileset = map.addTilesetImage("Caves", "tiles"); const walls = map.createStaticLayer("walls", tileset, 0, 0); const decals = map.createStaticLayer("decals", tileset, 0, 0); // create player sprite this.player = this.physics.add.sprite(16*9, 16*23, "player"); // set collitions tiles by property walls.setCollisionByProperty({collides: true}); // show collision tiles with different color const debugGraphics = this.add.graphics().setAlpha(0.45); walls.renderDebug(debugGraphics, { tileColor: new Phaser.Display.Color(40, 255, 48, 255), // Color of non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 255), // Color of colliding tiles faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Color of colliding face edges }); // setup physics this.physics.add.collider(this.player, walls); // cursors this.cursors = this.input.keyboard.createCursorKeys(); // camera this.camera = this.cameras.main; this.camera.startFollow(this.player); this.camera.setBounds(0, 0, map.widthInPixels, map.heightInPixels); } I load up a tilemap, read layers "walls" and "decals", set a collision by property and then add a collider of player to "walls". For me it seems that everything is ok. In Tiled I set up a "collides" bool variable and marked all impassible tiles as true, saved a level, exported JSON.. For debugging properties I even set up "walls.renderDebug" thing. And of course after I launch the game I get a screen filled with green areas and my player falling down through a level. One small note is that if I, instead of setCollisionByProperty use setCollisionBetween(1, 100) for example I do get some areas colored orange. So, what am I doing wring in my code? In attachement there is my JSON file, maybe something is wrong with it. level_02b64.json