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var config = { type: Phaser.WEBGL, width: 800, height: 600, backgroundColor: '#ffffff', parent: 'phaser-example', pixelArt: true, scene: { preload: preload, create: create, update: update } }; var game = new Phaser.Game(config); var controls; function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png'); } function create () { // Load a blank map with a 32 x 32 px tile size. This is the base tile size. This means that // tiles in the map will be placed on a 32 x 32 px grid. var map = this.make.tilemap({ width: 200, height: 200, tileWidth: 32, tileHeight: 32 }); // You can also change the base tile size of map like this: // map.setBaseTileSize(32, 32); // Load a 32 x 64 px tileset. This tileset was designed to allow tiles to overlap vertically, so // placing them on a 32 x 32 grid is exactly what we want. var tiles = map.addTilesetImage('walls_1x2', null, 32, 64); // Create a layer filled with random trees var layer = map.createBlankLayer('layer1', tiles); layer.randomize(0, 0, map.width, map.height, [ 0, 1, 2, 3, 4, 5, 6, 7 ]); console.log(layer); console.log(layer.layer); 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); var help = this.add.text(16, 16, 'Arrows to scroll', { fontSize: '18px', padding: { x: 10, y: 5 }, backgroundColor: '#000000', fill: '#ffffff' }); help.setScrollFactor(0); } function update (time, delta) { controls.update(delta); }
var config = {
type: Phaser.WEBGL,
width: 800,
height: 600,
backgroundColor: '#ffffff',
parent: 'phaser-example',
pixelArt: true,
scene: {
preload: preload,
create: create,
update: update
}
};
var game = new Phaser.Game(config);
var controls;
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
}
function create ()
{
// Load a blank map with a 32 x 32 px tile size. This is the base tile size. This means that
// tiles in the map will be placed on a 32 x 32 px grid.
var map = this.make.tilemap({ width: 200, height: 200, tileWidth: 32, tileHeight: 32 });
// You can also change the base tile size of map like this:
// map.setBaseTileSize(32, 32);
// Load a 32 x 64 px tileset. This tileset was designed to allow tiles to overlap vertically, so
// placing them on a 32 x 32 grid is exactly what we want.
var tiles = map.addTilesetImage('walls_1x2', null, 32, 64);
// Create a layer filled with random trees
var layer = map.createBlankLayer('layer1', tiles);
layer.randomize(0, 0, map.width, map.height, [ 0, 1, 2, 3, 4, 5, 6, 7 ]);
console.log(layer);
console.log(layer.layer);
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);
var help = this.add.text(16, 16, 'Arrows to scroll', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
}
function update (time, delta)
{
controls.update(delta);
}