Build games as easily as you play them — join the Phaser Beam waitlist for Early Access.
var config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var controls; var marker; var map; var shiftKey; var selectedTile; function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/desert.json'); } function create () { map = this.make.tilemap({ key: 'map' }); // The first parameter is the name of the tileset in Tiled and the second parameter is the key // of the tileset image used when loading the file in preload. var tiles = map.addTilesetImage('Desert', 'tiles'); // You can load a layer from the map using the layer name from Tiled ('Ground' in this case), or // by using the layer index. Since we are going to be manipulating the map, this needs to be a // dynamic tilemap layer, not a static one. var layer = map.createLayer('Ground', tiles, 0, 0); selectedTile = map.getTileAt(2, 3); marker = this.add.graphics(); marker.lineStyle(2, 0x000000, 1); marker.strokeRect(0, 0, map.tileWidth, map.tileHeight); this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels); var cursors = this.input.keyboard.createCursorKeys(); var controlConfig = { camera: this.cameras.main, left: cursors.left, right: cursors.right, up: cursors.up, down: cursors.down, speed: 0.5 }; controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig); shiftKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT); var help = this.add.text(16, 16, 'Left-click to paint.\nShift + Left-click to select tile.\nArrows to scroll.', { fontSize: '18px', padding: { x: 10, y: 5 }, backgroundColor: '#000000', fill: '#ffffff' }); help.setScrollFactor(0); } function update (time, delta) { controls.update(delta); var worldPoint = this.input.activePointer.positionToCamera(this.cameras.main); // Rounds down to nearest tile var pointerTileX = map.worldToTileX(worldPoint.x); var pointerTileY = map.worldToTileY(worldPoint.y); // Snap to tile coordinates, but in world space marker.x = map.tileToWorldX(pointerTileX); marker.y = map.tileToWorldY(pointerTileY); if (this.input.manager.activePointer.isDown) { if (shiftKey.isDown) { selectedTile = map.getTileAt(pointerTileX, pointerTileY); } else { map.putTileAt(selectedTile, pointerTileX, pointerTileY); } } }
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
pixelArt: true,
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var controls;
var marker;
var map;
var shiftKey;
var selectedTile;
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('tiles', 'assets/tilemaps/tiles/tmw_desert_spacing.png');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/desert.json');
}
function create ()
{
map = this.make.tilemap({ key: 'map' });
// The first parameter is the name of the tileset in Tiled and the second parameter is the key
// of the tileset image used when loading the file in preload.
var tiles = map.addTilesetImage('Desert', 'tiles');
// You can load a layer from the map using the layer name from Tiled ('Ground' in this case), or
// by using the layer index. Since we are going to be manipulating the map, this needs to be a
// dynamic tilemap layer, not a static one.
var layer = map.createLayer('Ground', tiles, 0, 0);
selectedTile = map.getTileAt(2, 3);
marker = this.add.graphics();
marker.lineStyle(2, 0x000000, 1);
marker.strokeRect(0, 0, map.tileWidth, map.tileHeight);
this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
var cursors = this.input.keyboard.createCursorKeys();
var controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
speed: 0.5
};
controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);
shiftKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.SHIFT);
var help = this.add.text(16, 16, 'Left-click to paint.\nShift + Left-click to select tile.\nArrows to scroll.', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
}
function update (time, delta)
{
controls.update(delta);
var worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);
// Rounds down to nearest tile
var pointerTileX = map.worldToTileX(worldPoint.x);
var pointerTileY = map.worldToTileY(worldPoint.y);
// Snap to tile coordinates, but in world space
marker.x = map.tileToWorldX(pointerTileX);
marker.y = map.tileToWorldY(pointerTileY);
if (this.input.manager.activePointer.isDown)
{
if (shiftKey.isDown)
{
selectedTile = map.getTileAt(pointerTileX, pointerTileY);
}
else
{
map.putTileAt(selectedTile, pointerTileX, pointerTileY);
}
}
}