Search the Community

Showing results for tags 'tile'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Found 74 results

  1. 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.
  2. Code pen: I am moving a NPC back and forth on a plattform by checking if the end tile is one of the tiles that are edges in the tilemap and if so swicthing the x velocity. I am having trouble with getting the moving sprite to move equally as far out of the edge of the plattform on both sides, but it seems the sprite is only colliding with one tile at the time, namely the tile that is touching the right bottom corder of the sprite, can I set the collide to be on the tile that is under the middle of the sprite?
  3. TileMaster

    Ok, so things are starting to come together with a system I have been working on. I have most of the things figured out, Im just putting together tools to make editing the assest/levels easier. I have the prototype/alpha of the tileAtlas Sheet editor almost done, the only thing to add is speed settings for the animations and to export the SHEET object for later use in a PROJECT file. The editor lets you select a tile, and choose the animation type which the frame progressions are explained here: https://github.com/Pryme8/TileMaster This is all very early in the development but all the dots are being connected and soon this will be a full fledged 2.5D Scene editor extension for bjs. Here is the Sheet editor prototype: https://pryme8.github.io/TileMaster/editor/index2.html Arrows scroll the sheet around Select a Tile and an animation type to see the preview. This is all in preparation for the final editor, where you will be able to edit your assets and levels all under one roof visually then export as a single TILEMASTER file that will later be load the project into a DOM with a single function. The tileAtlas shader features 4 layers per plane, of course Animations, Paralax effects, and Mode7 like transforms. I will be adding more features later (like plans for LightMapping and pixel perfect shadows) Here is a really shotty demo showing the animations and layers working: https://pryme8.github.io/TileMaster/dev/demo.html Here is a bad demo of the Paralax effect: https://pryme8.github.io/TileMaster/ I have been trudging away at this and have a ton of features that I have already figured out I just have to deploy now. Plans are to eventually include my fishsticks library as well to handle the 2D physics. Ill keep posting updates on this as they come available! Questions, Comments, Concerns, Criticism is appreciated.
  4. Collision Tile Layer

    Hey guys, please help with my collision problem. https://github.com/Matheus-Bard/invaders_life/tree/master/invaders_V0.2 thks for the help! gameState.js load.js
  5. I am making a platformer game with Phaser 2.9.2 where the map is loaded from a JSON file and am having difficulty trying to make interactive tiles which are replaced by a new tile with a collision from a single-direction. I have found a function which allows me to control the direction of collision direction of tiles, so I am hoping to find out how to activate a function and replace individual tiles when there is the sprite and tile are overlapping. I have been thinking of adding the tiles individually in JSON with unique properties and using the .createFromObjects method, but I want every tile to have the same properties and the potential to make multiple stages. So I am hoping there is way to activate a function when the players sprite overlaps with the tile, and in the function it replaces that individual tile with another tile from the tilemap.
  6. Remove tile for collect coins

    Hello I want to collect coins in my platformer game, so i need to remove coin tile when my player overpap it. So, in create function i add this map.setTileIndexCallback(50, this.collectCoin, this); And create new collectCoin method map.putTile(-1, layer.getTileX(player.x), layer.getTileY(player.y)); score += 10; And thats work, but the number of points is accumulated too much, when the player is standing next to the coin itself, it does not disappear, and points are scored at a high speed I try to use new TilemapLayer , but its causes an error alpha = 0 now work or I am doing something wrong
  7. Can a tile from a tilemap be moved?

    So I am trying to make a platformer game using Phaser. The game contains a lot of blocks (tiles) which are loaded from the tilemap. Now what I want is that these blocks can be moved dynamically during the game (for ex. if the player bangs their head against it). The thing is, I don't know how? My first question is, is this possible? Because I tried changing the position, it didn't work (but I successfully changed its alpha). Moreover, I tried using Physics P2, but it has a null sprite value, so all the changes done are done to the body and the sprite still remains there. I can use any physics system, I am open to all. All I need is a way to work this out.
  8. Ladder

    510/5000 Good night people! I'm developing a game where the character needs to climb a ladder. The problem I am facing is when he needs to enter a tile that is down the ladder, as I try to illustrate in the image below. When hitting the tile the pesonagem stops to move because the tile needs to be solid so the character can walk on it, but when he is on the stairs he must pass over this tile. Could someone show an example of how I can do this? Since then, thank you very much.
  9. Hey guys, I'm having trouble swapping tiles in a Tilemap. In all the examples it seems like to get a tile object (to pass into map.putTile) it has be selected from an already instantiated tile that's part of the map. What I'd like to do is create a new tile from the map's tileset. Is this possible?
  10. Hi Everyone, I need guidance on how can I approach this problem: Would like to apply a tiled texture to complex polygons. I'm using P2 for the physics and tiled for the level editor. I would like to get something similar to worms where the terrain has a tiled texture, the top has grass and the bottom is darker. These are some examples of what I would like to achieve: I don't care at all about destructible terrain. This is how my level looks now with polygons from tiled: http://puu.sh/wMwsg/28b1609d74.jpg
  11. Hi. I'm using tiled to create maps for my game. I want to create polygons in the tile collisions editor so when I place a certain tile, lets say a curve with a fence I always want a collision poly along the fence. Currently my curve is made of 6x6 tiles so I load the curve as a tile map in tiled. The tile collisions editor only allow me to add objects per tile. I want a object on the entire tile map instead so whenever I place a curve I get the collision part too. If I would make my tile map into a single tile the problem is that I have to draw 6x tile columns and rows outside the camera or track pieces will popup when the top left 64 x 64 tile enters the camera. (This is my own drawing function created before I found phaser, will phaser drawing do it different?) So basically I want to treat my tile map as 64 x 64 tiles that my game draw while I want collision objects to be active as soon as part of the tile map is drawn. I would prefer if I don't have to create my collision polys as a separate layer after creating the map. Any tips on how to solve this problem?
  12. This sounds really stupid considering Phaser.Tilemap has built in getTileBelow and getTileAbove functions. However, I still can't get this to work. I am creating a Pacman clone in Phaser, and have ran into trouble. I have a method moveUp() that looks like this moveUp: function() { if (cursors.up.justPressed() && this.pathUpAvailable()) { pacman.body.velocity.x = 0; pacman.body.velocity.y = -(gameStats.pacmanVelocity); pacman.frame = 6; pacman.animations.stop(); pacman.animations.play('pacmanUp'); } }, In short, I have four different animations defined depending on which direction Pacman is going in. As such, it doesn't make since to play the animation for moving right when he's moving up and there is a wall to the right. As such, I decided I needed to create four separate functions to determine whether there is a wall in each direction. Here is what the pathUpAvailable() method looks like. pathUpAvailable: function() { return map.getTileAbove(0, (pacman.x / map.tileWidth) | 0, (pacman.y / map.tileWidth) | 0).index == -1; }, If you look at the documentation here http://phaser.io/docs/2.4.4/Phaser.Tilemap.html#getTileAbove It says that this method takes in the following three parameters. layer: The index of the current layer. In my case, I only have one, which defaults to 0. x: The x coordinate to get the tile from. It's important to note that this is measured in tiles not pixels. The x position for a sprite is measured by pixels. As such, we need to divide this value by the tile width as defined in a Tiled JSON file. This value will be a number with decimal points, so it needs to be rounded. Since arrays are zero-indexed in JavaScript we must take the floor of this value, which shorthands to | 0. y: See above. Measured in tiles not pixels This returns a Tile object, of which it seems like the index property determines whether there is a tile there or not. If there isn't, -1 will be returned. This has led to some unpredictable results. Sometimes, it will work, but for example, when the x coordinate of the character is above 400, I will receive the following in my console. Cannot read property 'index' of undefined at Object.pathUpAvailable at Object.moveUp at Object.movePacMan at Object.update I have attached a screenshot demonstrating where the issue occurs Here are a couple of things to keep in mind. It might look like I made a mistake using map.tileWidth twice for the x and y axis and it probably was a mistake. That said, both my tileWidth and tileHeight are set to 6 pixels, so that wasn't the problem here I would like to eventually display the score at the top, so I decided to center the map. I called map.fixedToCamera = false; and then set the position property of the map to center it. Given that I received the above message at a high x coordinate position, this would seem to indicate the problem was with that. I think showing my map1.json file could also be helpful here. { "height":76, "layers":[ { "data":[621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 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, 621, 0, 621, 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, 621, 621, 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, 621, 0, 621, 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, 621, 621, 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, 621, 0, 621, 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, 621, 621, 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, 621, 0, 621, 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, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 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, 621, 621, 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, 621, 621, 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, 621, 621, 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, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 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, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 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, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 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, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 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, 621, 621, 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, 621, 0, 621, 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, 621, 621, 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, 621, 0, 621, 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, 621, 621, 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, 621, 0, 621, 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, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 621, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 0, 621, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 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, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 0, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 0, 621, 0, 0, 0, 0, 621, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 621, 0, 0, 0, 0, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 0, 0, 0, 0, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 0, 0, 0, 0, 621, 621, 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, 621, 621, 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, 621, 621, 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, 621, 621, 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, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621, 621], "height":76, "name":"WallLayer", "opacity":1, "type":"tilelayer", "visible":true, "width":64, "x":0, "y":0 }], "nextobjectid":1, "orientation":"orthogonal", "renderorder":"right-down", "tileheight":6, "tilesets":[ { "columns":61, "firstgid":1, "image":"..\/images\/pacman_tiles.png", "imageheight":384, "imagewidth":368, "margin":0, "name":"pacman_tiles", "spacing":0, "tilecount":3904, "tileheight":6, "tilewidth":6 }], "tilewidth":6, "version":1, "width":64 } Specifically, check the number of tiles which equals 3904. Here was my buildMap function. buildMap: function() { map = this.game.add.tilemap('map1'); map.addTilesetImage('pacman_tiles', 'pacmanTiles'); wallLayer = map.createLayer('WallLayer'); map.setCollisionBetween(1, 5000, true, 'WallLayer'); }, I set the collision to 5000, which is more than the number of tiles.
  13. Trying to help this topic The problem is scaling texture on the caps of an extrusion. What is needed is something like this on the caps what I get is http://www.babylonjs-playground.com/#TF811Y#5 any suggestions
  14. Checking nearby tiles

    Hi, I'm making a tile based mahjong clone, you can check the attached image for reference. basically I need a smart way to implement the mechanic of mahjong, that checks when I tap a tile if he has neighbours ( left or right ) and if he has a tile ontop of him. The way these are placed makes it very difficult for me to come up with a system. The sprites/buttons are all overlapping already I have my buttons(tiles) in an array and the references to which tile it is in a seperate array so I can create them easily for more levels. Is there someone who can help me tell phaser to check this without giving each tile in each level a reference to neighbours ( would take forever ) If you want me paste some code just ask
  15. Hi, I'm learning phaser and got this issue. The collision between the player and the map is not working since I moved the player to its own file (player.js) as an object Im calling this in the update function on the play.js game.physics.arcade.collide(this.player.sprite, this.layer); I'm creating the tile map in the play.js createWorld: function () { this.map = game.add.tilemap('map'); this.map.addTilesetImage('tileset'); this.layer = this.map.createLayer('Tile Layer 1'); this.layer.resizeWorld(); this.map.setCollision(1); }, Here's the player.js file function player() { this.preload = function () { }; this.create = function () { this.sprite = game.add.sprite(game.width / 2, game.height / 2, 'atlas', 'player01'); this.sprite.anchor.setTo(0.5, 0.5); game.physics.arcade.enable(this.sprite); this.sprite.body.gravity.y = 500; this.cursor = game.input.keyboard.createCursorKeys(); }; this.update = function () { }; } Originally the collision worked well before putting the player in a different file, but I can't make the collision work now.
  16. Loading tilemap error

    Hi, in my platform game I want to load map from Tiled. Everything was working fine, with this example: function preload() { game.load.tilemap('level1', 'assets/level8.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles-1', 'assets/tiles-1.png'); } function create() { //MAP SETTINGS map = game.add.tilemap('level1'); map.addTilesetImage('tiles-1'); map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]); layer = map.createLayer('Tile Layer 1'); layer.resizeWorld(); } It worked perfectly, but when I just edited tilesheet and used them in Tiled (identical tiles but grey instead brown), the game cannot load. The error from the console: Failed to load resource: the server responded with a status of 404 (Not Found) and Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)' at c.Tileset.draw (phaser.min.js:27) at c.TilemapLayer.renderRegion (phaser.min.js:26) at c.TilemapLayer.renderFull (phaser.min.js:26) at c.TilemapLayer.render (phaser.min.js:26) at c.TilemapLayer._renderCanvas (phaser.min.js:26) at c.World.d.DisplayObjectContainer._renderCanvas (phaser.min.js:7) at c.Stage.d.DisplayObjectContainer._renderCanvas (phaser.min.js:7) at d.CanvasRenderer.renderDisplayObject (phaser.min.js:9) at d.CanvasRenderer.render (phaser.min.js:9) at c.Game.updateRender (phaser.min.js:11)
  17. Size of platform in Layer

    Very sorry if someone has asked this before, but I searched the internet for two days now and I have yet to find the answer to this. So, what I want to know is how can I tell the size (width, height) of the platform that a player/enemy is standing on, with platforms that are based on a tilemap/layer? Take for example this game phase example starstruck: https://phaser.io/examples/v2/games/starstruck How can I tell the size of that platform the mascot falls on first? Why do I want to know this? I want to know so that I can place enemies on the map, have them go back and worth without falling off a platform. I have seen this be done when platforms are created as a group, but not with platforms in a layer. Thank you very much for any help.
  18. Phaser Arcade Physics with Tile Collision editor

    Hello all! I was trying to trim the collision size of one tile in Tiled, but then in Phaser the body of that tile it's the same. Does anyone know if is it possible to use Arcade Physics from phaser to get the trimmed collision size of the grid? I am waiting for your response. Thank you so much tilemapAux.json tilemapAux.tmx
  19. First of all, sorry for my english. I just started with Pixi and was studying tilemaps, but I'm having gaps between the tiles whenever I scale by the factor of 0.01. Yes, i'm using PIXI.SCALE_MODES.DEFAULT = PIXI.SCALE_MODES.NEAREST; Here's what I I've got: PIXI.SCALE_MODES.DEFAULT = PIXI.SCALE_MODES.NEAREST; PIXI.loader .add('tileset', 'img/tileset.json') .load(setupMap); function setupMap() { var mapData = []; // Omitting bidimensional array with tiles for the sake of the example var map = new Container; var tilemap = new PIXI.tilemap.CompositeRectTileLayer(0, [], true); for(var coll = 0; coll < 100 * 48; coll++) { for(var row = 0; row < 100 * 48; row++) { if(mapData.hasOwnProperty(coll) && mapData[coll].hasOwnProperty(row)) { tilemap.addFrame(tileset.textures[mapData[coll][row]], coll*48, row*48); } else { break; } } } map.addChild(tilemap); stage.addChild(map); } // This fucks up everything document.addEventListener('mousewheel', mousewheel, false); document.addEventListener('DOMMouseScroll', mousewheel, false); function mousewheel(e) { var zoomOut = e.wheelDelta <= 0; map.scale.set(map.scale.x + (zoomOut ? -0.01 : 0.01)); }
  20. new game: Koala Rumble

    play: http://www.munchiegames.com/play/koala-rumble distribution embed: <iframe src="http://www.munchiegames.com/play/koala-rumble/index_iframe.html" scrolling="no" width="500px" height="500px"></iframe>
  21. World not scaling with resizeWorld

    Hello, I can't seem to understand why this is happening: Here, I just want to load a tilemap made in Tiled, it's a 35*15 tile map, each tile is 64*64px as are the tile in my tilesheet (2240*960 in total). So I followed this example from Phaser (apparently some of them are not accurate...) and the layer doesn't resize. I get that on the browser the map is displayed with the total width and height inside the game element which has the size I want, and that's my problem !
  22. Hi everyone, I'm making a platform game for mobile(crosswalk, cordova). Everything works great on my computer, but when I import my game on a smartphone and I move my player to scroll my map, it's really jerky... :/ I have like 3-4 parallax in the background who works really good with any movement of my player, but my principal tilemap with collision seems to be the problem here. I tried to resize everything, even with 32x32px tiles and 512px height (16 tiles of height), it's jerky again. Any ideas ?
  23. Problem with loading tilemap

    Hello, I have a problem with loading JSON file on my game to make a world. This is a files: https://www.sendspace.com/file/icmjbs What is the problem??? How to fix this problem?
  24. Hi guys, I've built one or two small, simple games with Phaser before but this is the first time I'm working with tilemaps. Hopefully someone can offer some advice. I'm working on a topdown game. I created a tilemap in Tiled with 3 layers. (floor, wall 1 and wall 2 ). The problem is I can get collisions to work on a single layer if I combine the wall layers into the same layer as the floor (so I just have one layer), but I can't get the player to collide with a second layer. TLDR: Is is possible to set up tilemap collisions with multiple layers? Thanks in advance. I've been stuck on this all day.