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Found 347 results

  1. jopcode

    problem with setScale on layers

    Hello, I'm trying to scale the layers of my map, but when I try it shows part of the following tiles, some idea of how to solve this ?, the map is created in tiled, the spritesheet is 16 x 16: CODE create function: map = this.make.tilemap({'key':'01'}); const TilesPacked = map.addTilesetImage('tiles_packed', 'tiles_packed'); const SnowExpansion = map.addTilesetImage('snow-expansion', 'snow-expansion'); groundLayer = map.createDynamicLayer('Wall', [TilesPacked,SnowExpansion], 0, 0).setScale(2); const Ground = map.createStaticLayer('Ground', [TilesPacked,SnowExpansion], 0, 0).setScale(2); const OverGround = map.createDynamicLayer('OverGround', [TilesPacked,SnowExpansion], 0, 0).setScale(2); const Npc = map.createDynamicLayer('NPC', [TilesPacked,SnowExpansion], 0, 0).setScale(2); player = this.physics.add.sprite(16*3, 16*3, 'characters', 1).setBounce(0.2).setScale(2); preload function: this.load.image('tiles_packed', 'sprites/tiles_packed.png'); this.load.spritesheet('characters', 'sprites/characters.png', {frameWidth:16, framaeHeight:16}); this.load.image('snow-expansion', 'sprites/snow-expansion.png'); this.load.tilemapTiledJSON('01', 'sprites/Maps/02.json');
  2. Hey, when I assign setDepth(number) to Groups and Tilemaps, it seems not to work. Only after setting setDepth(number) on an already added sprite, it works. Any Ideas on it? Complete code below. // Tilemaps already created // # Configure z indexes layer.background.setDepth(0); //dynamic tilemap layer layer.midground.setDepth(1); //dynamic tilemap layer layer.objects.setDepth(2); // group layer.enemies.setDepth(3); // group layer.player.setDepth(4); // group layer.ground.setDepth(5); //dynamic tilemap layer layer.effects.setDepth(6); // group layer.water.setDepth(7); //dynamic tilemap layer //later on const SPRITE = this.add.sprite(0,0,'player') layer.player.add(SPRITE); //result: SPRITE is not in front of layer.background .. // BUT when I also write: const SPRITE = this.add.sprite(0,0,'player') layer.player.add(SPRITE); SPRITE.setDepth(0); // Now the sprite is before layer.background... ?
  3. Hello! So I'm working on this game on my spare time. I'm trying to merge alot of what I think resembles a good game with some(alot?) own ideas. You might find it close looking like Tibia. Features Spells Quite unique spell system (in my opinion). You craft spells, so the same spell can have different abilities or have different cast styles. Here's an example of magic wall and poison cloud: https://i.gyazo.com/fcd7ed547a9116c2b0d1c359c2b9381f.mp4 Here's another example, but from your spellbook. In the spellbook you have all your spells that you know. They all have different properties, which are random when learned. You can have 2 spells selected at the same time (as of now, might increase in the future). https://i.gyazo.com/4539a561f97cb90029643a45637b66ee.mp4 As you can see in the vid, the spells have different properties: Draw/Single: Different throwing styles, either point and shoot, or draw, where you draw where you want to shoot the spell, and hit space to fire it off. CD: Cooldown, how long it takes until you can shoot this spell again. MAC: Max Affected Coords - Crappy name, but if you have a draw with MAC of 5, you can pick 5 tiles to fire the spell on. Mobs Fight of undefined mobs that are attacking you. Are capable of throwing spells and are of various size. The Red Dragon is 3x3 tiles big and throws scary fireballs. Harvesting Chop down trees, mine ores or grab a machete to get som wheat or even flax. Crafting Use your harvested items to create weapons, armors Towns Create your own town, claim land(tiles) and build walls around it. Invite your friends to your town. Inventory Drag and drop inventory system Large map The map can be quite large, tested with 25 000 000 tiles so far. (5000 x 5000). Technical details The game is made with HTML5 and mostly VanillaJS. Some Vue.js to structure different modules such as the inventory. Would be happy with some feedback/ideas whatever to keep my motivation up Still BIGWIP..
  4. UPDATE: Phaser is throwing an error since version 3.14 for: datasource of undefined By setting the pipeline for lighting. (Normalmap is also defined and loaded) This worked before. Now I try to find out what changed and what has to be changed.. but that's quite hard despite a real API version changelog. Has anyone a clue? Bug on GitHub: https://github.com/photonstorm/phaser/issues/4079?_pjax=%23js-repo-pjax-container Also the example breaks: http://labs.phaser.io/view.html?src=src\game objects\lights\dynamic tilemap layer.js //layer_ground is a dynamicTilemaplayer reference layer_ground.setPipeline('Light2D'); Help! by updating to phaser 3.14 my games are broken. EDIT: I set the dynamic tilemap code to a string ('tilemap') instead of referring to their variable. But then the tilemap simply does not render. It's there anyway. But it seems it cannot find the texture anymore. But referring (as in the code) to the variable for the texture causes the error as described below. my games are breaking and I can't figure out what's exactly wrong. Here is the console output of the non-minified phaser file. (attached) As far as I know, this has something to do with dynamic tilemap layers? phaser14.js:45334 Uncaught TypeError: Cannot read property 'dataSource' of undefined How I use them: // tilemap graphic and map are loaded: the graphic is loaded and at the right place this.map = this.make.tilemap({ key: key, tileWidth: TILESIZE, tileHeight: TILESIZE }); const tileset = this.map.addTilesetImage('tilemap'); // dynamic tilemaps: const layer_clouds = this.map.createDynamicLayer(0, tileset, 0, 0); this.layer.clouds.add(layer_clouds); layer_clouds.setScale(SCALE); but it worked before, it's hard to find a place where I can track changes of the API on phaser.io 🤔... maybe I just need the reference, but I can't find one. Thanks in advance for any help!
  5. Babsobar

    Zooming out on tilemap layer?

    Hello, I've been fiddling with the new camera and tilemaps and I've encountered a problem. I have created a tile layer much like in this example for a level editor I'm working on. var controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, speed: 0.5, disableCull: true, zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A), zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E), }; controls = new Phaser.Cameras.Controls.Fixed(controlConfig); The problem with this way to handle the zoom is that it produces this kind of effect, The camera zooms out of the whole scene, including things that are fixed to it but leaves the rest of the tiles unrendered and culled. As you can see here, zooming should show more of the green tiles; but zooming out only made the tilemap layer and the contents of the scene smaller, when I'd like it to render more of the tilemap's tiles. I've tried updating with .setBounds, .setSize and .setViewport with a key call after zooming out but I may have missed something obvious... Any help greatly appreciated. EDIT: To clarify further; the camera has no trouble moving around inside the tilemap layer using the arrow keys but it shows black bars around on zooming out.
  6. Hello, I was looking at the source code of Tilemap.js (https://github.com/photonstorm/phaser/blob/master/src/tilemaps/Tilemap.js) and I see strange rewriting of the layer variable all the time. For example: hasTileAt: function (tileX, tileY, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.HasTileAt(tileX, tileY, layer); }, Could you tell more what is the idea to sent layer as an argument and then rewrite it with itself in the very beginning?
  7. Hey Guys, following problem making me crazy. I have googled and tryd all out what i have found. I have installed old Tiled Version and so on. I always getting these "Cannot read property '2' of undefined" error. My Tilemap.json { "height":50, "infinite":false, "layers":[ { "draworder":"topdown", "id":2, "name":"Objects", "objects":[ { "height":0, "id":1, "name":"Player Spawn", "point":true, "rotation":0, "type":"", "visible":true, "width":0, "x":858, "y":114 }], "opacity":1, "type":"objectgroup", "visible":true, "x":0, "y":0 }, { "data":"                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                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"encoding":"base64", "height":50, "id":3, "name":"Tiles", "opacity":1, "type":"tilelayer", "visible":true, "width":38, "x":0, "y":0 }], "nextlayerid":4, "nextobjectid":5, "orientation":"orthogonal", "renderorder":"right-down", "tiledversion":"1.2.0", "tileheight":50, "tilesets":[ { "columns":0, "firstgid":1, "grid": { "height":1, "orientation":"orthogonal", "width":1 }, "margin":0, "name":"CaveTiles", "spacing":0, "tilecount":2, "tileheight":50, "tiles":[ { "id":0, "image":"assets\/images\/tiles\/black_cave_bg.png", "imageheight":50, "imagewidth":50 }, { "id":1, "image":"assets\/images\/tiles\/gray_cave_bg.png", "imageheight":50, "imagewidth":50 }], "tilewidth":50 }], "tilewidth":50, "type":"map", "version":1.2, "width":38 } My Code Implementation var config = { type: Phaser.AUTO, width: 500, height: window.innerHeight, backgroundColor: '#2d2d2d', physics: { default: "arcade", arcade: { debug: true, gravity: { y: 0 } } }, scene: { preload: preload, create: create, update: update } }; var player var cursors; var tilemap; var game = new Phaser.Game(config); function preload() { this.load.image('background', './assets/images/game_background_2.png'); this.load.tilemapTiledJSON('map', './lvl3.json'); this.load.spritesheet('tiles', './assets/tilemaps/TilesImage.png', { frameWidth: 50, frameHeight: 50 }); } function create() { this.add.image(0, 0, 'background').setOrigin(0, 0); map = this.make.tilemap({ key: 'map' }); const spawnPoint = map.findObject("Objects", obj => obj.name === "Player Spawn"); player = this.physics.add.sprite(spawnPoint.x, spawnPoint.y, "atlas"); player.setVelocity(100, 200); player.setBounce(1, 1); player.setCollideWorldBounds(true); } function update() { }
  8. I've created a template to illustrate the concept of levels generated from dynamically loaded tilemaps from a single level scene. Phaser 3 Tilemap & File Pack Project Template Demo Questions and feedback are welcome!
  9. mishelen

    Tilemap & Minimap

    Is there any way to render the tilemap layers and get the image? I just want to do a static minimap (it will not display changes in the world). Initially, I tried to do this with a camera that looks at the game world with the ignoring of unnecessary objects. It turned out, but so-so, you need to carefully select the scale that would not be render artifacts. At the moment, the mini-map is in another scene and accordingly it does not have access to the render of another scene, i.e. option with the camera does not work. So I tried using the built-in renderer and its screenshot function. As I did, at the initialization stage of the map, I create an additional game instance with the world size equal to the minimap (in other words I make the game in the game) and try to make its screenshot. At the result it comes with base64, but in my case it is invalid, and the expected size should be an order of magnitude greater. I suspect that because of the async of both the initialization of my map and the map itself in the map, this does not happen until the end. GameInGame code: const startMiniGame = tileMap => { const factor = 10; function preload() { this.load.image('tiles', tilesheet); } function create() { const mapData = Tilemaps.Parsers.Tiled('map', tileMap, undefined); this.map = new Tilemaps.Tilemap(this, mapData); const { widthInPixels, heightInPixels, tileHeight, tileWidth } = this.map; this.tiles = this.map.addTilesetImage('maptile', 'tiles', tileWidth, tileHeight, 1, 2); MapService.Layers.forEach(([layer]) => { this.map.createDynamicLayer(layer, this.tiles, 0, 0); }); this.cameras.main.setBounds(0, 0, widthInPixels / factor, heightInPixels / factor); this.cameras.main.setZoom(factor); } return { type: Phaser.CANVAS, width: tileMap.widthInPixels / factor, height: tileMap.heightInPixels / factor, scene: { create, preload } }; }; And initialization: // method of MapService createMiniMapSnaphot = tileMap => { // there I can catch error event then. // so, game.renderer.snapshot works but gives something wrong this.scene.sys.textures.on('onerror', (...args) => { console.error('onerror', ...args); }); const game = new Phaser.Game(startMiniGame(tileMap)); game.renderer.snapshot(image => { this.scene.sys.textures.addBase64('s', image); }); }; Perhaps someone who has encountered such a task or has some ideas?
  10. Hello! I've created a tilemap layer this way: layer = map.createStaticLayer('ground', tiles, 0, 0).setDepth(1); After that added a particles emitter this way: particl = scene.add.particles('imagename').createEmitter({ lifespan: 300, alpha: { start: 1, end: 0 }, on: false }); Although the emitter is created after the layer - in the application particles are behind the layer's tiles, so partly not visible. How do I set the depth of the emitter to make it always visible? Any other way to bring it in front of the layer is also good. Thanks!
  11. jd.joshuadavison

    Tilemap (layer) offset

    Hello, I've built a tilemap using Tiled. The only thing is, I want to offset the tilemap (or preferably, individual tilemap layers) dynamically in the game (i.e. by a variable/calculated number of pixels). Tiled does have a 'Horizontal Offset' property for the layer. Obviously that would be a fixed value, but I thought it would map to a property of the tilemap layer object which I would then be able to dynamically modify, but as far as I can tell Phaser doesn't do anything with the 'Horizontal Offset' property. So I tried setting the tilemap layer's x position. This did offset the layer, but it doesn't just offset where the tilemap starts it offsets where the tilemap exists. By which I mean, that the tiles are culled as the move further left than it's x position, so my tiles disappear/appear at the left edge of the tilemap layer instead of the game viewport. I'm a bit stuck... I'm fairly sure that the Horizontal Offset is what I want, but as I said, it doesn't seem to be used by Phaser. Am I missing something? Is there another way to do what I want? Thanks, Josh
  12. Hello! I've noticed, that if I modify exact tile's collisions with tile.setCollision(false, false, true, false) - it also disables neighbor tiles collisions (left-right directions). A screenshot is attached. Red arrow shows a modified tile, blue arrow shows a tile which's left-right collisions have disappeared. Lab's modified example that you can copy-paste into https://labs.phaser.io/edit.html?src=src/game objects/tilemap/collision/tile callbacks.js : var config = { type: Phaser.WEBGL, width: 800, height: 576, parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 300 } } }, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var map; var cursors; var debugGraphics; var text; var player; var groundLayer; function preload () { this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tile-collision-test.json'); this.load.image('player', 'assets/sprites/phaser-dude.png'); } function create () { map = this.make.tilemap({ key: 'map' }); var groundTiles = map.addTilesetImage('ground_1x1'); map.createDynamicLayer('Background Layer', groundTiles, 0, 0); groundLayer = map.createDynamicLayer('Ground Layer', groundTiles, 0, 0); groundLayer.layer.data[8][8].index = 11; groundLayer.layer.data[8][9].index = 1; groundLayer.setCollisionBetween(1, 10); // This breaks the collisions with the neighbor tiles groundLayer.layer.data[8][8].setCollision(false, false, true, false); player = this.physics.add.sprite(80, 70, 'player').setBounce(0.1); // We want the player to physically collide with the ground this.physics.add.collider(player, groundLayer); this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels); this.cameras.main.startFollow(player); cursors = this.input.keyboard.createCursorKeys(); text = this.add.text(16, 16, 'Arrow keys to move. Space to jump', { fontSize: '20px', fill: '#ffffff' }); text.setScrollFactor(0); text.setText('Arrow keys to move. Space to jump'); } function update (time, delta) { // Horizontal movement player.body.setVelocityX(0); if (cursors.left.isDown) { player.body.setVelocityX(-200); } else if (cursors.right.isDown) { player.body.setVelocityX(200); } // Jumping if ((cursors.space.isDown || cursors.up.isDown) && player.body.onFloor()) { player.body.setVelocityY(-300); } } Here important is line 48: groundLayer.layer.data[8][8].setCollision(false, false, true, false); If you comment it out - everything is OK - you can walk through red arrow's tile and blue tile's collisions works fine. If you run it as is - you can walk through red arrow's tile and through neighbor blue tiles too - this is wrong. How this can be fixed? Thanks!
  13. Hello, I am trying to load a tilemap mad with tiled, but i am getting this error in the console: Error: No data found in the JSON tilemap from Tiled matching the tileset name: "gameTiles" This is the code i am using in phaser: function preload(){ this.load.tilemapTiledJSON('level1', 'map.json'); this.load.image('gameTiles', 'tiles.png'); //this.load.spritesheet('gameTiles', '../img/tiles.png', { frameWidth: 32, frameHeight: 32 }); } function create(){ map = this.make.tilemap({key:'level1'}); tileset = map.addTilesetImage('gameTiles'); backgroundLayer = map.createStaticLayer('background', tileset,0,0); } I give you the complete source code in the attachment. It is not so much. Thanks in advance. 1-carga-carretera.zip
  14. Hello, I am quite new to phaser and Tiled. I was wondering if anyone could give me some help with understanding on how to create tilemap collisions that are more than just squares with the p2 physics system. Right now every tile has a square collision box, I would like the collision shape to match the tile shape so that I can have slopes and what not. I am a quite a bit confused on the Tiled to phaser workflow especially on what p2.convertTilemap does and how Tiled's collision editor ties into phaser. So far my code looks like this: preload: function () { this.game.load.image('mapTiles', "assets/platformer-pack-redux-360-assets/Spritesheets/spritesheet_ground.png"); this.game.load.tilemap('level1', "assets/testmap2.json", null, Phaser.Tilemap.TILED_JSON); this.game.load.spritesheet('player', "assets/kenney_platformercharacters/PNG/Player/player_tilesheet.png", 80,110, 24); }, create: function () { this.game.physics.startSystem(Phaser.Physics.P2JS); var level1 = this.game.add.tilemap('level1'); level1.addTilesetImage('spritesheet_ground', 'mapTiles'); var wallsLayer = level1.createLayer("layer1"); wallsLayer.resizeWorld(); level1.setCollisionByExclusion([],true,'layer1'); this.game.physics.p2.convertTilemap(level1,wallsLayer); this.game.physics.p2.convertCollisionObjects(level1,"objectLayer1"); player = this.game.add.sprite(110,80, 'player'); var walk = player.animations.add('walk', [0]); player.animations.play('walk', 10, true); this.game.physics.p2.enable(player); this.game.camera.follow(player); player.body.setZeroDamping(); player.body.fixedRotation = true; this.game.physics.p2.setBoundsToWorld(true,true,true,true,false); cursors = this.game.input.keyboard.createCursorKeys(); wallsLayer.debug = true; player.body.debug = true; }, Any help is appreciated!
  15. Pau

    Load tilemap

    Hello, I am trying to load a tilemap json file made with the tiled program. I am looking for phaser 3 equivalent to this phaser 2 code: function preload(){ this.load.image('gameTiles', 'tiles_spritesheet.png'); this.load.tilemap('level1', 'map.json', null, Phaser.Tilemap.TILED_JSON); } function create(){ this.map = this.add.tilemap('level1'); this.map.addTilesetImage('tiles_spritesheet','gameTiles'); this.backgroundLayer = this.map.createLayer('backgroundLayer'); } I have the attached the phaser 2 code, they are a few lines. Thank you! 1-carga-carretera.zip
  16. peevopuff

    Phaser 3 Tilemap setting Origin

    Hey Community! I'm trying out the new Phaser 3 Framework using Tilemaps. I create my tilemaps through Tiled and export them as .json. Since my map doesn't occupy the whole screen, I wanted to center it to the worlds center. I can render every layer to the screen and center them to the world but I can't center their origin properties since they come by default at 0, 0. The strange part is that their values change in the layer object to the ones I want but the layer image stays the same. I've tried using Static or Dynamic layers but there's no difference. Am I missing something? Is anyone else having trouble using: "layer.setOrigin(0.5, 0.5);"? Here's a snapshot of my code:
  17. Mursaat

    Zooming on dynamic tilemap

    Hello, I'm using Phaser v3.11.0-beta1 (last commit) and I'm trying to use dynamic tilemap system. I don't know if this is the expected behavior, but I can't zoom in on the tilemap. Check this example from labs.phaser.io, when you add that to line 51 : this.cameras.main.setZoom(2); Zoom seems to be inverted, and when I do a setZoom(1/2) I get a strange result too. I also tried this other example, but nothing is displayed. Is that normal? I'm new to Phaser, so I'm still missing some things. Someone who understood how dynamic tilemap works could explain it here? Thanks.
  18. kurhlaa

    Tilemap tile's leave callback

    Hi, When we use a tilemap we are able to create callbacks to execute something when overlap/collision happens, with: layer.setTileIndexCallback(5, myFunction, this); But how do I execute something when I leave these specific tiles with ID 5 ?
  19. Hello! According to the examples I've created a tilemap from JSON file and added firing bullets with a left mouse clicking in a cursor's direction. Also a platform was added. My problem is that there are no collisions detected between a bullet and a tilemap's objects. But collisions works fine between the bullet and a platform. Here is my demo code: var config = { type: Phaser.CANVAS, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 300 }, debug: false } }, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); var bullets; var platforms; function preload () { this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/impact-tilemap.json'); this.load.image('kenney', 'assets/tilemaps/tiles/kenney.png'); this.load.image('ground', 'src/games/firstgame/assets/platform.png'); this.load.image('bullet', 'src/games/firstgame/assets/star.png'); } function create () { var map = this.make.tilemap({ key: 'map' }); var tileset = map.addTilesetImage('kenney'); var layer = map.createStaticLayer(0, tileset, 0, 0); layer.setCollisionByExclusion([-1]); this.physics.world.bounds.width = layer.width; this.physics.world.bounds.height = layer.height; platforms = this.physics.add.staticGroup(); platforms.create(400, 268, 'ground'); // Fires bullet on left click of mouse this.input.on('pointerdown', function() { fire(this); }, this); var Bullet = new Phaser.Class({ Extends: Phaser.GameObjects.Image, initialize: function Bullet(scene) { Phaser.GameObjects.Image.call(this, scene, 0, 0, 'bullet'); this.speed = Phaser.Math.GetSpeed(300, 1); this.velocity = new Phaser.Geom.Point(0, 0); }, fire: function (x, y, direction) { this.setPosition(x, y); this.setActive(true); this.setVisible(true); this.velocity.setTo(0, -this.speed); Phaser.Math.Rotate(this.velocity, direction); }, update: function (time, delta) { // Update position based on velocity this.x += this.velocity.x * delta; this.y += this.velocity.y * delta; } }); bullets = this.physics.add.group({ classType: Bullet, maxSize: 30, runChildUpdate: true }); this.physics.add.collider(bullets, platforms, callbackFunc, null, this); this.physics.add.collider(bullets, layer, callbackFunc, null, this); } function callbackFunc(bullet, target) { if ( bullet.active === true ) { console.log("Hit!"); bullet.setActive(false); bullet.setVisible(false); } } function fire(that) { var bullet = bullets.get(); if (bullet) { bullet.body.allowGravity = false; var angle = Math.atan2(that.input.activePointer.y - 400, that.input.activePointer.x - 300); bullet.fire(300, 400, angle + (3.14/2)); } } You can copy-paste it to any example at https://labs.phaser.io and start clicking to fire at any direction. I've tried to add a standard player from examples too and collisions work fine with the tilemap's objects. So the problem is with bullets only. Please help to solve this. Thanks!
  20. cesco_p

    Multiple Tilesets for one layer

    I am sorry if this topic exists already, but I struggle with this problem now for hours and I have no clue how to solve it. I created a tilemap in tiled, and there is a layer which uses multiple tilesets. However, if I want to create a new Dynamic Layer with Phaser, I have to specify one tileset for the layer: var dekoimg = map.addTilesetImage('spikes'); var layer = map.createDynamicLayer('Deko', dekoimg, 0,0); Is there a way to use multiple tilesets instead of only one? Thanks in advance
  21. Hello! I am trying to make a player to collide with the ground. But the ground has been imported from a tilemap using the tiled program. The collision is not working This is the important part of my code: collisionLayer = map.createStaticLayer('collisionLayer', tileset); var players = findObjectsByType('player', map, 'objectsLayer'); player = this.physics.add.sprite(players[0].x, players[0].y, 'dude'); this.physics.add.collider(player, collisionLayer); findObjectsByType is not a phaser native method, but it is working. The code runs without errors, but the collision is not working. I have attached the code. Thanks! example.zip
  22. cesco_p

    Tilemap ImageCollection

    Hey everybody, I am working on a small plattformer to get started. Therefore, I created a tilemap with Tiled. Everything works out, but if I want to use an image Collection instead of a tilesetimage I get the following error message: Uncaught TypeError: Cannot read property '2' of undefined at AssignTileProperties (phaser.js:84823) at ParseJSONTiled (phaser.js:46874) at Parse (phaser.js:46984) at ParseToTilemap (phaser.js:22869) at GameObjectCreator.tilemap (phaser.js:84313) at Scene.create (main.js:62) at SceneManager.create (phaser.js:62975) at SceneManager.loadComplete (phaser.js:62872) at LoaderPlugin.emit (phaser.js:2894) at LoaderPlugin.processComplete (phaser.js:93459) Does anyone know how to use a collection image in Phaser 3?
  23. Here is the tile spritesheet : Example: https://labs.phaser.io/edit.html?src=src\game objects\tilemap\collision\csv map arcade physics.js These white stripes appear when the camera moves in this example, I have this problem in my own game, any idea what one can do about it? The only thing I could think of doing about it was to add empty tiles to the tile sprite sheet so that transparent tiles would not get stripped by the tile beside it.
  24. I am using createFromObjects (Link to API) to create a collection of Sprites from the object layer imported from a Tiled JSON file. I have successfully created the collection of sprites, however, I seem to be missing some critical data from these newly created Sprite objects. The original JSON tile data has a 'properties' field containing a unique key_id for each particular 'key' tile which appears to not copy over with this method invocation. Is there a way to get these 'properties' values from the object layer into each of the new Sprite objects?
  25. wkd-aine

    Tilemap Resize

    Hi, I am updating a game from Phaser2 to 3, and was hoping someone can help! The game is a platformer game, somewhat similar to the Mario demo game, but the tilemap needs to resize on smaller screens to allow a range of browsers to be used to play the game. In Phaser2 the following code worked layer = map.createLayer( 'tiles' ); layer.setScale( scale_y ) layer.resizeWorld(); if( scale_y != 1) layer.resize(tile_width, tile_height); I have tried multiple approaches to getting the tiles to resize in Phaser 3 and realise that we don't have the same scaling functionality as before, but was hoping someone has some ideas on how this can be achieved. I have managed to resize the actual tiles, but then the extra tiles that are then displayed aren't rendered, see print screen below. You can see that the physics body is being added correctly, not sure if it makes any difference but am using matterJS, see code below if( utils.DEBUG ) { scene.matter.world.createDebugGraphic() scene.matter.world.drawDebug = true } let size = utils.TILE_SIZE * utils.scale_y var map = scene.make.tilemap({ key: 'map_level' }) var tiles = map.addTilesetImage('world_tiles') var layer = map.createStaticLayer( 'tiles', tiles, 0, 0 ) .setScale( utils.scale_y ) .setScrollFactor( 0 ) .setCollisionByProperty({ collides: true }) // if( utils.scale_y != 1 ) layer.resizeWorld( utils.TILE_WIDTH, utils.TILE_HEIGHT ) scene.matter.world.setBounds( size, utils.TILE_HEIGHT ) scene.matter.world.convertTilemapLayer( layer ) If you need anything clarified please let me know. Many thanks in advance Áine