Staafsak

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  1. Staafsak

    Nevermind :)

    Nevermind.
  2. this.player.position.x, this.player.position.yhave you tried this.player.x and this.player.y instead without the position inbetween? http://phaser.io/docs/2.4.3/Phaser.Sprite.html
  3. Yeah, it's good to download all the examples onto your computer. Then it will work for sure.
  4. Hello, Are you using the latest version of Phaser?
  5. Thank you a lot, it solved the problem finally. If you didn't tell me about it I would probably never found it.
  6. Edited the first post and a friendly bump.
  7. https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/this
  8. I have been trying a couple of hours to get objects from my objectLayer using Tiled to get the object showing in my game. Have been using this Example and trying to get it to work. but yet my problem still exists. There is no error in my console.log and from what it appears is that there is no given any x/y to the chest object from the looks of the console. console.log does show that there are 2 chests (which is correct) and in the json it does has the correct x and y. Is there something I should be aware off when working with tiled? Something I could possibly forgot? Am I missing something here? Maybe somebody experienced this too at start? Help please? EDIT: removed all the code which isn't important for more read ability. window.RPG.Game.Main.prototype.preload = function() { this.load.spritesheet('chest', '/rob/assets/sprites/chest.png', 16, 16); };//1 Chestsvar chests;window.RPG.Game.Main.prototype.create = function () { // Load the map and objects map = this.add.tilemap('demo-map'); map.addTilesetImage('map1', 'tiles'); map.addTilesetImage('x', 'x'); map.createFromObjects('objectLayer'); // set collision between the IDs of the blockedLayer map.setCollisionBetween(0, 1218); //1 put chests into a group chests = this.game.add.group(); chests.enableBody = true; //1 Created the chest and pointing out in the map map.createFromObjects('objectLayer', 421, 'chest', 0, chests); };Heres my json file: { "height":50, "layers":[ { "data":[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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}, { "draworder":"topdown", "height":0, "name":"objectLayer", "objects":[ { "gid":421, "height":16, "id":24, "name":"chest", "properties": { }, "rotation":0, "type":"chest", "visible":true, "width":16, "x":592, "y":304 }, { "gid":421, "height":16, "id":26, "name":"chest", "properties": { }, "rotation":0, "type":"chest", "visible":true, "width":16, "x":288, "y":352 }], "opacity":1, "type":"objectgroup", "visible":true, "width":0, "x":0, "y":0 }], "nextobjectid":29, "orientation":"orthogonal", "properties": { }, "renderorder":"right-down", "tileheight":16, "tilesets":[ { "firstgid":1, "image":"..\/sprites\/map1.gif", "imageheight":512, "imagewidth":320, "margin":0, "name":"map1", "properties": { }, "spacing":0, "terrains":[ { "name":"Nieuw Terrein", "tile":-1 }], "tilecount":640, "tileheight":16, "tiles": { "440": { "terrain":[0, 0, 0, 0] }, "460": { "terrain":[0, 0, -1, -1] }, "461": { "terrain":[0, 0, -1, -1] } }, "tilewidth":16 }, { "firstgid":641, "image":"..\/sprites\/chara0.gif", 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  9. Hello people, I have a problem with collision in my demo game. (800x800 pixels) It won't allow me to walk around. also there is no worldbounds because it doesn't work too. I have checked the console in different browser, but theres no error. EDIT: Yes, I have been checking out the examples etc, but got no clue what am doing wrong. window.RPG.Game.Main = function () { this.cursors = null;};window.RPG.Game.Main.prototype.preload = function() { // World map this.load.tilemap('demo-map', 'assets/tilemaps/demo-map.json', null, Phaser.Tilemap.TILED_JSON); // Sprites // {1} = Width frame // {2} = Height frame // {3} = how many frames - leave blank if frames fill up the entire PNG. this.load.spritesheet('player', '/assets/sprites/chara0.gif', 32, 32); // Images // {1} = Image name (in the map.json) // {2} = Image path (on the server) this.load.image('items', '/assets/sprites/items.png'); this.load.image('font0', '/assets/sprites/font0.png'); this.load.image('icon0', '/assets/sprites/icon0.png'); this.load.image('tiles', 'assets/sprites/map1.gif'); this.load.image('npcs', '/assets/sprites/npcs.png'); this.load.image('pad', '/assets/sprites/pad.png'); this.load.image('x', 'assets/sprites/x.png');};window.RPG.Game.Main.prototype.create = function () { //1 Physics this.game.physics.startSystem(Phaser.Physics.P2JS); // Camera controls this.cursors = this.input.keyboard.createCursorKeys(); this.game.world.setBounds(-800, -800, 1600, 1600); // Scaling the Camera to better zoom this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // Define map variables var map, backgroundLayer, blockedLayer; // Load the map and objects map = this.add.tilemap('demo-map'); map.addTilesetImage('map1', 'tiles'); map.addTilesetImage('x', 'x'); map.createFromObjects('objectLayer'); // Render the background layer backgroundLayer = map.createLayer('backgroundLayer'); backgroundLayer.resizeWorld(); // Render the blocked layer blockedLayer = map.createLayer('blockedLayer'); blockedLayer.resizeWorld(); // Render the object layer map.createFromObjects('objectLayer'); blockedLayer.resizeWorld(); // Create player this.player = this.game.add.sprite(this.game.world.centerX,this.game.world.centerY, 'player'); // 0 = down // 1 = up // 2 = left // 3 = right this.player.direction = 0 // Animate player // 0, 1, 2, = which frames // 5 = frequency of change this.player.animations.add('walkD', [1, 0, 2], 5, true); this.player.animations.add('walkL', [9, 10, 11], 5, true); this.player.animations.add('walkR', [18, 19, 20], 5, true); this.player.animations.add('walkU', [27, 28, 29], 5, true); // Camera follows player position this.game.camera.follow(this.player); //1 physics enable on player //+ set body //+ collide with world bounds this.game.physics.p2.enable(this.player); this.player.body.setCircle(28); this.player.body.collideWorldBounds = true; };window.RPG.Game.Main.prototype.update = function () { //1 Stop moving on collision this.player.body.setZeroVelocity(); // Movement code here};