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Tilemap scrolling


Nepoxx
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Hey everyone,
 
as explained in another thread I started, I'm trying to "move the world" instead of moving the player. For that purpose I want to make a tilemap scroll, but I'm not able to.
 
I tried setting TilemapLayer.scrollX and TilemapLayer.scrollY and nothing happened. I even tried something like TilemapLayer.scrollX = player.x * 2; to no avail.
 
How are you supposed to use those functions?
 

/* Game logic */function create() {    game.time.advancedTiming = true;    game.physics.startSystem(Phaser.Physics.ARCADE);    game.stage.backgroundColor = '#000000';    /* Map definition */    map = game.add.tilemap('map');    map.addTilesetImage('magecity', undefined, undefined, undefined, undefined, undefined, 1);    map.setCollisionByExclusion([73, 74, 75, 81, 82, 83, 89, 90, 91]);    ground = map.createLayer(0);    ground.debug = true;    ground.resizeWorld();    // Player sprite    player = game.add.sprite(game.width, game.height, 'player');    game.physics.enable(player, Phaser.Physics.ARCADE);    player.body.collideWorldBounds = true;    player.anchor.setTo(0.5, 0.5);    game.camera.follow(player);    HUD = new HeadUpDisplay(game, 'Head up display');    //cursors = game.input.keyboard.createCursorKeys();    upKey = game.input.keyboard.addKey(Phaser.Keyboard.W);    downKey = game.input.keyboard.addKey(Phaser.Keyboard.S);    leftKey = game.input.keyboard.addKey(Phaser.Keyboard.A);    rightKey = game.input.keyboard.addKey(Phaser.Keyboard.D);    socket = io.connect('http://poste-0432', {        port: 8000,        transports: ['websocket']    });    setSocketEventHandlers();}function update() {    game.physics.arcade.collide(player, ground);    ground.scrollX = 5; //does nothing    ground.scrollX = player.x * 2; //nothing    if (player.y < 10) {        player.x = game.width / 2;        player.y = game.height / 2;    }    if (player.body.deltaX() !== 0 || player.body.deltaY() !== 0) {        socket.emit('update player', {            x: player.x,            y: player.y        });    }    player.body.velocity.x = 0;    player.body.velocity.y = 0;    if (leftKey.isDown) {        player.body.velocity.x = -150;    } else if (rightKey.isDown) {        player.body.velocity.x = 150;    }    if (upKey.isDown) {        player.body.velocity.y = -150;    } else if (downKey.isDown) {        player.body.velocity.y = 150;    }    player.rotation = game.physics.arcade.angleToPointer(player) + 1.57;}var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', {    preload: preload,    create: create,    update: update});
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