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Phaser CE - Camera-tile co-ordination is a mess!

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Hi! I am using Phaser CE, and here is some code:

var level1 = {
	map:{
	size:48,
	w:36,
	h:6,
	layout:[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
			0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
			1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
			2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
			2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,
			2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2]
	},
	create: function(){
		game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
		game.physics.startSystem(Phaser.Physics.ARCADE);
		game.stage.backgroundColor = "#0ff";
		game.renderer.renderSession.roundPixels = true;
		game.world.resize(this.map.size*this.map.w,this.map.size*this.map.h);
		this.background = game.add.tileSprite(0,0,game.world.width,game.world.height,'bg');
		this.background.scale.setTo(3,3);
		this.ost = game.add.audio('music');
		this.ost.loop = true;
		this.ost.play();
		this.tiles = [];
	var j = 0;
		for(var i = 0;i<this.map.layout.length;i++){
			if(this.map.layout[i]!=0){
			switch(this.map.layout[i]){
			case 1:
				this.tiles[j] = game.add.sprite((i%this.map.w)*this.map.size,Math.floor(i/this.map.h)*this.map.size,'tile2');
			case 2:
				this.tiles[j] = game.add.sprite((i%this.map.w)*this.map.size,Math.floor(i/this.map.h)*this.map.size,'tile');
			}
				this.tiles[j].width = this.map.size; 
				this.tiles[j].height = this.map.size;
				game.physics.arcade.enable(this.tiles[j]);
				this.tiles[j].body.immovable = true;
				j++;
			}
		}
		player.create();
		game.camera.follow(player.sprite,0.4,0.4);
	},
	update: function(){
		for(var i = 0; i < this.tiles.length; i++){
			game.physics.arcade.collide(player.sprite,this.tiles[i]);
		}
		this.orientationChange();
		player.render();
		this.background.tilePosition.y += 0.25;
	},
	orientationChange: function(){
		game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;
	}
}

That was my player sprite colliding with a 1-D tilemap array.

My problem is this --

When the player jumps, or isn't near the lower half, it looks normal(first screenshot.

When it collides with the ground tiles (labeled 1 or 2) the camera acts as if I've touched the bottom of the screen, instead of showing the sprite on the tile, centered...(second screenshot)

Please help! I am using Phaser from just a week, and this is a peculiar issue. There is a sample game at smvaidya.itch.io/DuskMite

That map with tiles all over worked just fine but the one tiles which were set as floor (3 rows!) don't show up. They are under the screen. Why?

Screenshot_2018-04-01-21-45-20.png

Screenshot_2018-04-01-21-45-27.png

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