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Showing results for tags 'procedurally'.
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Procedurally generating a tilemapCurrently, I'm trying to take my 2d array and make a tilemap out of it. Unfortunately, I hit a wall right away, and I can't seem to find any examples of doing this. Here's what I've got: var map = new MapGenerator(pregens.openworld1); var tilemap = new Phaser.Tilemap(this.game, null, 32, 32, map.worldWidth, map.worldHeight); tilemap.addTilesetImage('DungeonA2', 'DungeonA2', 32, 32, 0, 0, 0); tilemap.addTilesetImage('WorldA2', 'WorldA2', 32, 32, 0, 0, 192);where map basically returns my "world" object. I'm trying to add tileset images but it keeps failing. In my preload state, I have this: this.load.spritesheet('DungeonA2', 'assets/sprites/tiles/Dungeon_A2.png', 32, 32); this.load.spritesheet('WorldA2', 'assets/sprites/tiles/World_A2.png', 32, 32);so those keys should definitely exist in the cache, but yet it fails with "cannot read property cache of undefined" on tilemap.addTilesetImage. Any ideas what I'm doing wrong?