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Collision Between Tiled Layer and Sprite


bhudson91
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First post here, experienced developer, but new to phaser.

I am trying to get my sprite to collide with the 'Collisions' Layer I have defined in Tiled.

I used Tiled to create a map and exported it as json. The image below shows that I have 4 layers. A background(all the grass), a foreground(the stump of the tree), the treetop, and the COLLISIONS layer which is the red squares covering the trunk. I followed various tips to do this for collisions but cannot get my sprite to respect it.

Here is my Tiled app showing my layers:

5939a9ccbdc21_ScreenShot2017-06-08at3_43_45PM.thumb.png.ff21ec964843768293a56d84ce1b2d35.png

 

Here is what my game looks like next to my sprite.

5939a9ea8a8cb_ScreenShot2017-06-08at3_43_08PM.thumb.png.f13c05508572b1a103bccb46ae9d886c.png

My ultimate goal is to have him collide with the trunk, which I have attempted to do with the collision layer. Below is my exported json from Tiled.

{ "height":50,
 "layers":[
        {
         "data":[1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 1, 2, 7, 7, 7, 7, 7, 1, 2, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 2, 3, 4, 4, 5, 6, 7, 8, 9, 10, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 13, 14, 19, 19, 19, 1, 2, 3, 3, 15, 15, 15, 15, 15, 15, 13, 13, 13, 13, 1, 2, 3, 4, 16, 17, 18, 19, 20, 21, 22, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 25, 26, 19, 19, 1, 2, 3, 15, 15, 4, 25, 26, 27, 28, 29, 30, 31, 32, 33, 1, 2, 3, 4, 28, 29, 30, 31, 32, 33, 34, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 37, 38, 13, 14, 1, 2, 3, 7, 8, 4, 37, 38, 39, 40, 41, 1, 2, 3, 4, 13, 1, 2, 3, 4, 41, 42, 43, 44, 45, 46, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 49, 50, 13, 13, 13, 1, 2, 3, 7, 7, 8, 50, 51, 52, 53, 1, 2, 3, 4, 58, 1, 2, 3, 4, 53, 54, 55, 56, 57, 7, 7, 7, 8, 52, 53, 54, 55, 56, 57, 58, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 61, 62, 13, 14, 15, 1, 2, 3, 19, 19, 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         "name":"Background",
         "opacity":1,
         "type":"tilelayer",
         "visible":true,
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         "y":0
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                        "Collidable":"True"
                        },
                    "propertytypes":
                        {
                        "Collidable":"string"
                        },
                    "type":"objectgroup",
                    "visible":true,
                    "x":0,
                    "y":0
                    }
                }
            },
        "tilewidth":32,
        "type":"tileset"
        }],
 "tilewidth":32,
 "type":"map",
 "version":"1.0.0",
 "width":50
}

Below is my code with some comments to help:

<!doctype html>
<html>
    <head>
        <meta charset="UTF-8" />
        <title>hello phaser!</title>
        <script src="//cdn.jsdelivr.net/phaser/2.5.0/phaser.min.js"></script>
    </head>
    <body>

    <script type="text/javascript">

    var game = new Phaser.Game(800, 600, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update: update });
    var player;
    var cursors;
    var direction = "down";
    var speed;
    var spaceKey;
	var collisionlayer;

    function preload() {
        game.load.spritesheet('dude', 'newguy.png', 30, 32);
	    game.load.spritesheet('adam', 'adam.png', 30, 32);
        game.load.tilemap('MyTilemap', 'rpgmap.json', null, Phaser.Tilemap.TILED_JSON);
        game.load.image('grass', 'grass-tiles.png');
        game.load.image('tree', 'tree-tile.png');
		game.load.image('red', 'RED.png');
    }
    function create() {
        spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);
        game.world.setBounds(0, 0, 1920, 1920);

		//add tilemap and tilesetimages
        map = game.add.tilemap('MyTilemap');
        map.addTilesetImage('grass', 'grass');
        map.addTilesetImage('tree', 'tree');
        map.addTilesetImage('RED', 'red');
		
		//Use setcollision with ID of Collisions tileset?
		map.setCollision(137);
		//add base layer
        layer = map.createLayer('Background');
		//add collisions layer here?
		collisionlayer = map.createLayer('Collisions');
        //add player 
		player = game.add.sprite(800, 400, 'dude');
        game.physics.enable(player, Phaser.Physics.ARCADE);
        player.body.collideWorldBounds = true;
		player.bringToTop();
		// add other layers
		map.createLayer('Foreground');
        map.createLayer('Treetop');
		layer.resizeWorld();
		layer.wrap = true;

		//add enemy
        enemy = game.add.sprite(game.world.centerX - 50, game.world.centerY - 50, 'adam');
        game.physics.enable(enemy, Phaser.Physics.ARCADE);
        enemy.body.immovable = true;
        enemy.body.moves =false;
        enemy.body.collideWorldBounds = true;
        player.anchor.setTo(0.5, 0.5);
        game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN);

		//animations for player
        player.animations.add('down', [0, 1, 2], 10, true);
        player.animations.add('left', [3, 4, 5], 10, true);
        player.animations.add('right', [6, 7,8], 10, true);
        player.animations.add('up', [9, 10, 11], 10, true);

        cursors = game.input.keyboard.createCursorKeys();

    }
    function update() {
	//This SHOULD tell player to collide with collisionlayer right?
	game.physics.arcade.collide(player, collisionlayer);

	//game.physics.arcade.collide(player, layer); //this works when colliding with layer 1
	if(game.physics.arcade.collide(player, enemy)){
		//do something when player collides with enemy
	}
	player.body.velocity.x = 0
	player.body.velocity.y = 0


	if (cursors.left.isDown)
	{
		if(spaceKey.isDown)
		{
			speed = -500;
		}else{
			speed = -300;
		}
		player.body.velocity.x = speed
	//	player.body.moveLeft(speed);
		player.animations.play('left');
		direction = "left";
	}
	else if (cursors.right.isDown)
	{
		if(spaceKey.isDown)
		{
			speed = 500;
		}else{
			speed = 300;
		}
		player.body.velocity.x = speed
		//player.body.moveRight(speed);
		player.animations.play('right');
		direction = "right";
	}
	else if (cursors.up.isDown)
	{
		if(spaceKey.isDown)
		{
			speed = -500;
		}else{
			speed = -300;
		}
		player.body.velocity.y = speed
		//player.body.moveUp(speed);
		player.animations.play('up');
		direction = "up";
	}
	else if (cursors.down.isDown)
	{
		if(spaceKey.isDown)
		{
			speed = 500;
		}else{
			speed = 300;
		}
		player.body.velocity.y = speed
		//player.body.moveDown(speed);
		player.animations.play('down');
		direction = "down";
	}
	else {
		player.animations.stop(null, true);
		if(direction === "left"){
			player.frame = 4;
		}else if(direction === "right"){
			player.frame = 7;
		}else if(direction === "up"){
			player.frame = 10;
		}else{
			player.frame = 1;
		}


	}
    }

    </script>

    </body>
</html>

 

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There is one more step, telling Phaser which tiles can be collided against:

map.setCollision(137, true, 'Collisions');

For a layer in which all non-blank tiles should be treated as such, I think this will also work:

map.setCollisionByExclusion([0], true, 'Collisions');

You can set collisionlayer.debug = true to confirm.

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