Jump to content

Search the Community

Showing results for tags 'tiled map easystar path finding'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hello everyone! I've got a little problem with phaser and this plugin https://github.com/appsbu-de/phaser_plugin_pathfinding. I copied the code of the example and adapted it to my own. That give me that: const width = 1280; const height = 720; // Phaser var game = new Phaser.Game(width, height, Phaser.AUTO, 'game', { preload: preload, create: create, update: update}); var voiture; var map; var layer; var layer1; var upKey; var downKey; var leftKey; var rightKey; //PATHFINDING var pathfinder; var cursors; var blocked = false; function preload () { game.load.image('car', 'img/car.png'); game.load.tilemap('mapTest', 'map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'img/tileset.png'); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = '#fffff0'; map = game.add.tilemap('mapTest'); map.addTilesetImage('tileSet', 'tiles', 16, 16, 0); layer = map.createLayer("background"); layer1 = map.createLayer("collide"); map.setCollisionBetween(1, 2, true, layer1); layer1.debug = true; //layer.resizeWorld(); //layer1.resizeWorld(); voiture = game.add.sprite(game.world.centerX - 50, game.world.centerY, 'car'); voiture2 = game.add.sprite(game.world.centerX, game.world.centerY, 'car'); game.physics.enable(voiture, Phaser.Physics.ARCADE); game.physics.enable(voiture2, Phaser.Physics.ARCADE); game.physics.enable(layer1, Phaser.Physics.ARCADE, true); voiture.body.collideWorldBounds = true; voiture2.body.collideWorldBounds = true; voiture2.body.immovable = true; upKey = game.input.keyboard.addKey(Phaser.Keyboard.UP); downKey = game.input.keyboard.addKey(Phaser.Keyboard.DOWN); leftKey = game.input.keyboard.addKey(Phaser.Keyboard.LEFT); rightKey = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT); voiture.body.velocity.x = 10; //PATH FINDING var walkables = [30]; pathfinder = game.plugins.add(Phaser.Plugin.PathFinderPlugin); pathfinder.setGrid(map.layers[0].data, walkables); marker = game.add.graphics(); marker.lineStyle(2, 0x000000, 1); marker.drawRect(0, 0, 16, 16); } //PATH FINDING FUNCTION: function findPathTo(tileX, tileY) { console.log(tileX, tileY); pathfinder.setCallbackFunction(function(path) { path = path || []; console.log(path); for(var i = 0, ilen = path.length; i < ilen; i++) { console.log(path); //marker.drawRect(path.x, path.y, 32,32); } blocked = false; }); //console.log(mouseX, mouseY); //console.log(voiture.body.x, voiture.body.y); //pathfinder.preparePathCalculation([voiture.body.x, voiture.body.y], [mouseX, mouseY]); pathfinder.preparePathCalculation([0,0], [tileX, tileY]); pathfinder.calculatePath(); } function update() { if (upKey.isDown) { voiture.body.y-=2; } else if (downKey.isDown) { voiture.body.y+=2; } if (leftKey.isDown) { voiture.body.x-=2; } else if (rightKey.isDown) { voiture.body.x+=2; } marker.x = layer.getTileX(game.input.activePointer.worldX) * 16; marker.y = layer.getTileY(game.input.activePointer.worldY) * 16; if (game.input.mousePointer.isDown) { blocked = true; //marker.drawRect(game.input.x, game.input.y, 32, 32); findPathTo(layer.getTileX(marker.x),layer.getTileY(marker.y)); } layer1.body.x+=2; game.physics.arcade.collide(voiture, voiture2); game.physics.arcade.collide(voiture, layer1); game.debug.bodyInfo(voiture, 16, 24); } It's hard to find doc about this pluggin and I don't know why it doesn't work so if someone who know it can help me :/ Thanks by advance!
×
×
  • Create New...