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  1. I'm coding a vanilla JS canvas engine from scratch. I plan to start a little metroidvania-like platformer as soon as possible. Since it might get some big maps, got a little doubt regarding performance... Which is the best way to render a map bigger than game screen? Prerendering the tilemap into a huge image (i.e. an horizontal level could be as big as 8000x240), then draw it according to the scroll position. I figure this have a cost during the map building (and also RAM), but then it should be faster while drawing it every frame. Parsing the tilemap array and drawing only t
  2. Hey guys, I'm pretty new to the Phaser 3 framework and I followed a tutorial about making a phaser 3 game. Now, I wanted to load my tilemap into my game. But the browser console gives me this error : Uncaught TypeError: Cannot read property 'TILED_JSON' of undefined preload() { this.load.spritesheet( "charactYellowR", "https://cdn.glitch.com/7d2d6955-7277-4e96-807c-25649d73ba29%2FYellowWalkL.png?v=1603766562142", { frameWidth: 17, frameHeight: 25 } ); this.load.tilemap( "map", "https://cdn.glitch.com/7d2d6955-7277-4e96-807c-25649d73ba29%2FspaceB
  3. UPDATE: Phaser is throwing an error since version 3.14 for: datasource of undefined By setting the pipeline for lighting. (Normalmap is also defined and loaded) This worked before. Now I try to find out what changed and what has to be changed.. but that's quite hard despite a real API version changelog. Has anyone a clue? Bug on GitHub: https://github.com/photonstorm/phaser/issues/4079?_pjax=%23js-repo-pjax-container Also the example breaks: http://labs.phaser.io/view.html?src=src\game objects\lights\dynamic tilemap layer.js //layer_ground is a dynamicTilemaplayer reference laye
  4. How can I load giant Tiled maps in Phaser? I have a .json map which is 2048x2048 tiles, and each tile is 64x64 pixels. Is there a way to load/unload chunks of it? I tried ths article but the splitter tool doesn't do anything. I think my map is too large for it.
  5. Hi, I'm prototyping a turn-based strategy game and I would need the display a the world map as tiles (orthogonal, isometric, hexagonal, I don't care at the moment, I will go the easier way...) The main requirement is that I would need to easily change the texture on a tile depending on the player actions. What is the best (simplest) framework for this? I see phaser, pixi or melon could do it, but which one has as the simplest API for tile maps? Thanks you for your advice!
  6. Kaetram Kaetram is an open-source game-engine created to aid those interested in entering the game development realm. The codebase is simple, clean, and intuitive. This project is intended to be used as a learning tool. The original idea is based on Little Workshop's demo game – BrowserQuest (BQ). This game uses original BQ assets as well as custom-made ones. The entire code-base has been written from scratch, using more modern approaches. GitHub Repo – https://github.com/Veradictus/Kaetram-Open Live Version – https://kaetram.com Join us on Discord – https://discord.gg/MmbG
  7. Hi, I'm new to this forum so hi to everyone! :) Currently, I'm trying to build an isometric tilemap that also displays a certain height. Here is a demo: https://www.pixiplayground.com/#/edit/69C1wfNIowvu5wNNccv8w I have the following problems and maybe somebody could guide me in the right direction. 1. Shadows: When I remove the lineStyle, different heights and the depth of the scene are not really recognizable. I think this could be solved with proper lighting and shadows. Any suggestions on how to implement this? 2. Sprites & Performance: I'm currently calculating all vert
  8. Hello! So I'm working on this game on my spare time. I'm trying to merge alot of what I think resembles a good game with some(alot?) own ideas. You might find it close looking like Tibia. Features Spells Quite unique spell system (in my opinion). You craft spells, so the same spell can have different abilities or have different cast styles. Here's an example of magic wall and poison cloud: https://i.gyazo.com/fcd7ed547a9116c2b0d1c359c2b9381f.mp4 Here's another example, but from your spellbook. In the spellbook you have all your spells that you know. Th
  9. I am creating a platformer with Phaser3 and I am using Matter for my physics engine. I have loaded my tilemap/set into the world, however, I don't know if the collisions are working because since I have added in this code, my sprite has disappeared. Why is this? How do I get my sprite to appear again so that I can make sure he collides with the tiles? //Create tilemap const map = this.make.tilemap({key: 'map'}); //Create tileset const tileset = map.addTilesetImage('tiles'); const platforms = map.createDynamicLayer(0, tileset, 0, 0); map.setCollision
  10. I am creating a game, where a lot of tiles need to be rendered. My goal is to render with this method at least 500k tiles. Since the tiles won't be redrawn every time but moved, this method should work out. I am using the pixi-tilemap library to create a fast & simple renderer to render a dynamic tilemap. The renderer approves itself to work, but .position.set seems to pull the tilemap from the interface away. I know, the function .position.set does not contain the same parameters as the one of the demo, however this function also does not work with the parameters of the demo. So
  11. I've created a template to illustrate the concept of levels generated from dynamically loaded tilemaps from a single level scene. Phaser 3 Tilemap & File Pack Project Template Demo Questions and feedback are welcome!
  12. Hello everyone, first time here (so might excuse if its the wrong section) but I'm fricking desperate at the moment. I'm trying for about 2 days now to get my player to collide with my "Obstacle" tilemap layer. I looked at almost every post about this here or elsewhere but I can't get it to work. It might be a simple thing but I can't find whats wrong and I want to throw my pc out of the window now. So maybe one of you guys have an idea and can help me. Any help is appreciated. The code is the Following: var game = new Phaser.Game(255, 255, Phaser.AUTO, '', { preload: pre
  13. I searched and didn't find anything, but: I am working from the example at: http://labs.phaser.io/view.html?src=src\game objects\tilemap\collision\csv map arcade physics.js I thought the problem only appeared in my project, but this also happens in the in the example. When the camera moves horizontally to follow the player, gaps appear between the columns of tiles. Is there something that I can do to fix this? Is it something only appearing for me? Thank you!
  14. Hi, i want to know if pixi js have a editor that it can to handle the graphic's pixi and it drag and set your position, this graphics: var app = new PIXI.Application(800, 600, { antialias: true }); document.body.appendChild(app.view); var graphics = new PIXI.Graphics(); // Rectangle graphics.beginFill(0xDE3249); graphics.drawRect(50, 50, 100, 100); graphics.endFill(); or i use tilemap editor but i don't know if tilemap edito can to handle graphic's pixi,
  15. Hi, I created a simple tilemap with tiled, and I'm trying to load it. The code and files can be seen here: https://codesandbox.io/s/qqq47wqv3w I'm not getting any errors in the console, but the canvas is just a black square. Any ideas what I am doing wrong? var game = new Phaser.Game(config); function preload() { this.load.image("tiles", "assets/tiles.png"); this.load.tilemapTiledJSON("World", "assets/tilemap2.json"); } function create() { this.map = this.add.tilemap("World"); var tileset = this.map.addTilesetImage("ti
  16. Hello, I'm trying to scale the layers of my map, but when I try it shows part of the following tiles, some idea of how to solve this ?, the map is created in tiled, the spritesheet is 16 x 16: CODE create function: map = this.make.tilemap({'key':'01'}); const TilesPacked = map.addTilesetImage('tiles_packed', 'tiles_packed'); const SnowExpansion = map.addTilesetImage('snow-expansion', 'snow-expansion'); groundLayer = map.createDynamicLayer('Wall', [TilesPacked,SnowExpansion], 0, 0).setScale(2); const Ground = map.createStaticLayer('Ground', [TilesPa
  17. Hey, when I assign setDepth(number) to Groups and Tilemaps, it seems not to work. Only after setting setDepth(number) on an already added sprite, it works. Any Ideas on it? Complete code below. // Tilemaps already created // # Configure z indexes layer.background.setDepth(0); //dynamic tilemap layer layer.midground.setDepth(1); //dynamic tilemap layer layer.objects.setDepth(2); // group layer.enemies.setDepth(3); // group layer.player.setDepth(4); // group layer.ground.setDepth(5); //dynamic tilemap layer layer.effects.setDepth(6); // group layer.water.setDepth(7); //dyn
  18. Hello, I've recently acquired some sprites from Oryx and have attempted to load the sample Tiled file contained within. I'm able to load the assets just fine in my Preloader: loadAssets() { this.load.tilemap("oryx_tilemap", "assets/tilemaps/maps/oryx_test.json", null, Phaser.Tilemap.TILED_JSON); this.load.image("oryx_creatures", "assets/tilemaps/tiles/oryx_creatures.png"); this.load.image("oryx_items", "assets/tilemaps/tiles/oryx_items.png"); this.load.image("oryx_tiles", "assets/tilemaps/tiles/oryx_tiles.png"); this.load.im
  19. Hello, I've been fiddling with the new camera and tilemaps and I've encountered a problem. I have created a tile layer much like in this example for a level editor I'm working on. var controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, speed: 0.5, disableCull: true, zoomIn: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A), zoomOut: this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.E), }; controls = new Phaser.Camer
  20. Hello, I was looking at the source code of Tilemap.js (https://github.com/photonstorm/phaser/blob/master/src/tilemaps/Tilemap.js) and I see strange rewriting of the layer variable all the time. For example: hasTileAt: function (tileX, tileY, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.HasTileAt(tileX, tileY, layer); }, Could you tell more what is the idea to sent layer as an argument and then rewrite it with itself in the very beginning?
  21. Hey Guys, following problem making me crazy. I have googled and tryd all out what i have found. I have installed old Tiled Version and so on. I always getting these "Cannot read property '2' of undefined" error. My Tilemap.json { "height":50, "infinite":false, "layers":[ { "draworder":"topdown", "id":2, "name":"Objects", "objects":[ { "height":0, "id":1, "name":"Player Spawn", "point":true, "rotation":0,
  22. Hello! I've created a tilemap layer this way: layer = map.createStaticLayer('ground', tiles, 0, 0).setDepth(1); After that added a particles emitter this way: particl = scene.add.particles('imagename').createEmitter({ lifespan: 300, alpha: { start: 1, end: 0 }, on: false }); Although the emitter is created after the layer - in the application particles are behind the layer's tiles, so partly not visible. How do I set the depth of the emitter to make it always visible? Any other way to bring it in front of the layer is also good.
  23. Is there any way to render the tilemap layers and get the image? I just want to do a static minimap (it will not display changes in the world). Initially, I tried to do this with a camera that looks at the game world with the ignoring of unnecessary objects. It turned out, but so-so, you need to carefully select the scale that would not be render artifacts. At the moment, the mini-map is in another scene and accordingly it does not have access to the render of another scene, i.e. option with the camera does not work. So I tried using the built-in renderer and its screenshot func
  24. Hi there, I'm playing around with the v3 API and wondered how to collide with a layer of a tilemap. Here is what I've already tried: 1) Get tiles data (there is probably a better way / API helper for that like forEachTile) and then use setCollision. let tilesData = (this.platformLayer.data.gameObject.map.tiles) this.map.setCollision(tilesData, true, false, this.platformLayer) 2) Do the opposite by excluding an empty array. this.map.setCollisionByExclusion([], true, false, this.platformLayer) 3) API v2 style. this.physics.arcade.collide(this.player, this.platformLay
  25. Hello, I've built a tilemap using Tiled. The only thing is, I want to offset the tilemap (or preferably, individual tilemap layers) dynamically in the game (i.e. by a variable/calculated number of pixels). Tiled does have a 'Horizontal Offset' property for the layer. Obviously that would be a fixed value, but I thought it would map to a property of the tilemap layer object which I would then be able to dynamically modify, but as far as I can tell Phaser doesn't do anything with the 'Horizontal Offset' property. So I tried setting the tilemap layer's x position. This did offset t
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