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Found 10 results

  1. tl;dr game.physics.startSystem(Phaser.Physics.ARCADE); GameMap = game.add.tilemap('GameMap'); GameMap.addTilesetImage('TileSet', 'TileSet'); under = GameMap.createLayer('Underground'); layer = GameMap.createLayer('TileMap'); trees = GameMap.createLayer('Collideables'); GameMap.setCollision(7,true, "TileMap" ); // Deep water 1 GameMap.setCollision(17,true, "TileMap" ); // Deep water 2 GameMap.setCollision(27, true, 'Underground'); // Darkness GameMap.setCollision(37, true, 'Collideables'); // Trees game console.logs an error " No such layer name: TileMap" So player doesn't collid
  2. Phaser CE v2.10.3 So I have 2 tile layers in my Tiled map that use the same tileset. One for terrain, second is for trees over the existing map and other stuff that needs alpha channels. Preload game.load.tilemap('GameMap', 'TestMap.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('TileSet', 'img/TileSet.png'); Create game.physics.startSystem(Phaser.Physics.ARCADE); GameMap = game.add.tilemap('GameMap'); GameMap.addTilesetImage('TileSet', 'TileSet'); layer = GameMap.createLayer('TileMap'); trees = GameMap.createLayer('Collideables'); GameMap.setCollision(7)
  3. Hello there, I'm making a plaformer, and I use the tiledmap plugin (https://github.com/englercj/phaser-tiled) to have best performance on mobile(and it works). But, does anybody here knows how can I resize my layer like the original function : "layer.resize(x,y);" ? I wish I could fill my canvas full height with my tilemap with any device. In addition, How can I scale my objects layer for my collision ? Any ideas ?
  4. Hello guys, I have a problem related with material swapping and asynchronous texture loading. I have a tiled map, and when zooming in the visible tiles swap to a material with a higher resolution image texture. The thing is, the tiled map I have is pretty huge, it has lots of tiles and the images are heavy. What I did until now is just initializing all the materials and textures during the loading screen, loading both the low and the high resolution tile images. Then, the tile swapping works really smooth and is practically unnoticeable. The problem is, for big scenes it takes jus
  5. Hello guys, I'm new to PhaserJS and I'm trying to make a simple battle-city type of game. I used tiledmap for creating a sample level and sets the 'walls' layer as a solid layers of tiles. But somehow the sprite player can be go over a wall tile and sometimes it can't get through or it can't touch a tile, that looks like there is something invisible in between them, please see the attached image. And here is my code: var create, down, floor, game, left, player, preload, right, up, update, wall;up = null;left = null;down = null;right = null;player = null;wall = null;floor = null;preload =
  6. Hi everyone, I'm creating a little platform, and I use Tiled to create levels. I tried to use a camera in order to follow the player, but that was the result. (Samus is only a placeholder, I'm a Metroid fan ) I'm not using Phaser physics, I've implemented all the collision myself. After the creation of the map, I setup the camera: currentMap = this.game.add.tilemap(mapName);// ... here I create Layers ...groundLayer.resizeWorld();this.game.camera.follow(player);What could that be? Thank you in advance!
  7. Hi! First of all sry for my terrible english. I done a perfect method for me to move platforms with tween and i read the platforms's properties from the tiledmap json. The problem is coz i tween the sprite.x it is a repositioning and not a moving. But i wont tween the velocity coz this work pixel perfectly and i would use the quadratic easing I tryed this code but i not finished yet and it is not perfect. Somebody have a idea for better solution? My idea: make a invisible point tween this object and use acceleratetoobject method. I not tryed yet this.platform5group = this.game.add.group();th
  8. helo! pls someone can send me an example for createFromObjects method i couldnt recognize what is the gid thx for any advance
  9. Greetings Ladies and Gents, My name is Spider. This is my first post. I've just started using pixi.js, and moved over to Phaser because of the added functionality of being able to more easily create a tiled world (in a map editor) and then import that map into Phaser. Unfortunately, I have no idea where to start, and would appreciate some advice. I see in the phaser download package there is an example of using both sprite sheets and tile maps in /examples/tilemaps/mario/mario1.php. Unfortunately, there is no indication of what format / specifications / standards the tile maps and sprite
  10. Hello, I'm encountering a weird bug when I try to render a tiledmap (exported from Tiled) using Phaser : I've just modified the Phaser test suites and included my files to make sure that it wasn't a problem from my code and I still get the same problem. I've tested with the 095, 097, and 1.0TS083 test suites. This is what the map should look like : You can find the files causing problems here : http://www.webeled.com/debug/weirdmap.zip Thanks
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