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Tilemap, Tiled and Collisions


princejohn
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I am having a hard time figuring how all this works together:

 

I've created a Tiled map that has one tileset, and four layers. Background, foreground, top and Collision object layer. Here's the generated json:

{ "height":50, "layers":[        {         "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],         "height":50,         "name":"Top",         "opacity":1,         "type":"tilelayer",         "visible":true,         "width":50,         "x":0,         "y":0        },         {         "draworder":"topdown",         "height":50,         "name":"Collision",         "objects":[                {                 "height":8,                 "name":"",                 "properties":                    {                    },                 "rotation":0,                 "type":"",                 "visible":true,                 "width":20,                 "x":151,                 "y":151                }],         "opacity":1,         "type":"objectgroup",         "visible":true,         "width":50,         "x":0,         "y":0        }], "orientation":"orthogonal", "properties":    {    }, "renderorder":"right-down", "tileheight":16, "tilesets":[        {         "firstgid":1,         "image":"..\/..\/img\/forest_tiles.png",         "imageheight":160,         "imagewidth":240,         "margin":0,         "name":"Forest",         "properties":            {            },         "spacing":0,         "tileheight":16,         "tilewidth":16,         "transparentcolor":"#ffffff"        }], "tilewidth":16, "version":1, "width":50}

I've only set 2 tiles in the Collision layer.

 

Here's my code:
 

    map = game.add.tilemap('test');    map.addTilesetImage('Forest', 'forest_tiles');        game.physics.startSystem(Phaser.Physics.P2JS);        backgroundLayer = map.createLayer('Background');    backgroundLayer.z = 0;    foregroundLayer = map.createLayer('Foreground');    foregroundLayer.z = 1;        foregroundLayer.debug = false;        game.physics.p2.convertCollisionObjects(map, 'Collision');        character = game.add.sprite(30, 16, 'character');    character.frame = 1;        character.animations.add('walk_right', [10, 11, 9], 20);    character.animations.add('walk_left', [28, 29, 27], 20);            this.camera.follow(character, Phaser.Camera.FOLLOW_TOPDOWN);

What am I missing or doing wrong here?

 

rcsXGzb.png

 

The character is standing on the two tiles that I've marked in Tiled with Collision object layer.

 

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he should..  if he wants to work with normal tilelayers..  but we don't even know if this should be a top down view game or what..  if so he can't activate collision on the seen tile because it's everywhere - the player would be stuck

 

also he tries to convertcollisionobjects..  that means there should be an object layer in the map (json file) with polygons on it painted with the polyline tool...  ( it seems there is an object on the object layer but i don't know what kind of object - it has no ID, no properties, no name..    you couldn't even use "createfromobjects" here...

 

like i said.. we need more information on what he is trying to do to help here :)

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to stop you from bumping i'm going to ask you to specify your question..  i don't see anything wrong here.. what is the problem? what is the expected behaviour and what do you get? where is the rest of the code?   please elaborate - (and provide a live demo if possible)

 

The expected behavior is to not be able to walk on the tree and also have the proper depth where the User falls behind the top tiles of the tree (The green part). Basically I'm just trying to make the solid blocks in my layers.

 

 

Demo: http://reaboution.com.preview.citynetwork.se/web/

 

Here is how it looks in Tiled:

 

GV8xrPG.png

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ahh.. now the small image you postet first makes sense.. i didn't get what i see there..    so it's top down.. you don't need to activate any tiles for collisions if you work with polylines..  so that looks all very good to me..

 

the problem is now that you don't collide with the rectangle you painted - right?

 

did you use the polyline tool or the rectangle or polygon tool?   you need to use the polyline tool (the others are not supported) and be careful to close the polygon precisly..

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oke..  found the error...     you move the character by changing it's x and y position directly..  you can not do that if you want to make use of the physics system.

 

 

here is the working code...

var game = new Phaser.Game(300, 300, Phaser.AUTO, '', { preload: preload, create: create, update: update });function preload() {    game.load.tilemap('test', 'assets/js/maps/test.json', null, Phaser.Tilemap.TILED_JSON);    game.load.image('forest_tiles', 'assets/img/forest_tiles.png');    game.load.spritesheet('character', 'assets/img/human_base.png', 16, 18);}function create() {    game.stage.backgroundColor = '#787878';    map = game.add.tilemap('test');    map.addTilesetImage('Forest', 'forest_tiles');    game.physics.startSystem(Phaser.Physics.P2JS);    backgroundLayer = map.createLayer('Background');    backgroundLayer.z = 0;    foregroundLayer = map.createLayer('Foreground');    foregroundLayer.z = 1;    game.physics.p2.convertCollisionObjects(map, 'Collision');    character = game.add.sprite(30, 16, 'character');    game.physics.p2.enable(character);    character.body.fixedRotation=true;    character.frame = 1;    character.animations.add('walk_right', [10, 11, 9], 20);    character.animations.add('walk_left', [28, 29, 27], 20);    topLayer = map.createLayer('Top');    game.camera.follow(character, Phaser.Camera.FOLLOW_TOPDOWN);}function update() {    if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))    {        character.body.velocity.x -= 1;        character.animations.play('walk_left');    }    else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))    {        character.body.velocity.x += 1;        character.animations.play('walk_right');    }    else if (game.input.keyboard.isDown(Phaser.Keyboard.UP))    {        character.body.velocity.y -= 1;        character.animations.play('walk_right');    }    else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))    {        character.body.velocity.y += 1;    }    else {        character.body.setZeroVelocity();    }}
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