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var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#ffffff', parent: 'phaser-example', pixelArt: true, physics: { default: 'matter', matter: { gravity: { y: 1 }, enableSleep: true } }, scene: { preload: preload, create: create, update: update } }; var controls; var game = new Phaser.Game(config); var debugGraphics; var shapeGraphics; var layer; function preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v355'); this.load.spritesheet('balls', 'assets/sprites/balls.png', { frameWidth: 17, frameHeight: 17 }); // this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes.json'); this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes-v12.json'); this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png'); } function create () { var map = this.make.tilemap({ key: 'map' }); var tileset = map.addTilesetImage('kenny_platformer_64x64'); layer = map.createLayer(0, tileset, 0, 0); // Instead of setting collision by index, you can set any tile that has collision data to // collide. Typically, this is done in the Tiled collision editor. All tiles in this layer have // collision shapes. layer.setCollisionFromCollisionGroup(); shapeGraphics = this.add.graphics(); drawCollisionShapes(shapeGraphics); this.matter.world.convertTilemapLayer(layer); this.matter.world.setBounds(map.widthInPixels, map.heightInPixels); // Drop bouncy, Matter balls on pointer down this.input.on('pointerdown', function () { var worldPoint = this.input.activePointer.positionToCamera(this.cameras.main); for (var i = 0; i < 4; i++) { var x = worldPoint.x + Phaser.Math.RND.integerInRange(-5, 5); var y = worldPoint.y + Phaser.Math.RND.integerInRange(-5, 5); var frame = Phaser.Math.RND.integerInRange(0, 5); this.matter.add.image(x, y, 'balls', frame, { restitution: 1 }); } }, this); this.input.keyboard.on('keydown-SPACE', function (event) { // shapeGraphics.visible = !shapeGraphics.visible; }); var help = this.add.text(16, 16, 'Click to drop balls\nPress "space" to toggle rendering collision shapes', { fontSize: '18px', padding: { x: 10, y: 5 }, backgroundColor: '#000000', fill: '#ffffff' }); help.setScrollFactor(0); 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); } function update (time, delta) { controls.update(delta); } function drawCollisionShapes (graphics) { graphics.clear(); // Loop over each tile and visualize its collision shape (if it has one) layer.forEachTile(function (tile) { var tileWorldX = tile.getLeft(); var tileWorldY = tile.getTop(); var collisionGroup = tile.getCollisionGroup(); // console.log(collisionGroup); if (!collisionGroup || collisionGroup.objects.length === 0) { return; } // The group will have an array of objects - these are the individual collision shapes var objects = collisionGroup.objects; for (var i = 0; i < objects.length; i++) { var object = objects[i]; var objectX = tileWorldX + object.x; var objectY = tileWorldY + object.y; // When objects are parsed by Phaser, they will be guaranteed to have one of the // following properties if they are a rectangle/ellipse/polygon/polyline. if (object.rectangle) { graphics.strokeRect(objectX, objectY, object.width, object.height); } else if (object.ellipse) { // Ellipses in Tiled have a top-left origin, while ellipses in Phaser have a center // origin graphics.strokeEllipse( objectX + object.width / 2, objectY + object.height / 2, object.width, object.height ); } else if (object.polygon || object.polyline) { var originalPoints = object.polygon ? object.polygon : object.polyline; var points = []; for (var j = 0; j < originalPoints.length; j++) { var point = originalPoints[j]; points.push({ x: objectX + point.x, y: objectY + point.y }); } graphics.strokePoints(points); } } }); }
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#ffffff',
parent: 'phaser-example',
pixelArt: true,
physics: {
default: 'matter',
matter: {
gravity: { y: 1 },
enableSleep: true
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
var controls;
var game = new Phaser.Game(config);
var debugGraphics;
var shapeGraphics;
var layer;
function preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v355');
this.load.spritesheet('balls', 'assets/sprites/balls.png', { frameWidth: 17, frameHeight: 17 });
// this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes.json');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tileset-collision-shapes-v12.json');
this.load.image('kenny_platformer_64x64', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
}
function create ()
{
var map = this.make.tilemap({ key: 'map' });
var tileset = map.addTilesetImage('kenny_platformer_64x64');
layer = map.createLayer(0, tileset, 0, 0);
// Instead of setting collision by index, you can set any tile that has collision data to
// collide. Typically, this is done in the Tiled collision editor. All tiles in this layer have
// collision shapes.
layer.setCollisionFromCollisionGroup();
shapeGraphics = this.add.graphics();
drawCollisionShapes(shapeGraphics);
this.matter.world.convertTilemapLayer(layer);
this.matter.world.setBounds(map.widthInPixels, map.heightInPixels);
// Drop bouncy, Matter balls on pointer down
this.input.on('pointerdown', function () {
var worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);
for (var i = 0; i < 4; i++)
{
var x = worldPoint.x + Phaser.Math.RND.integerInRange(-5, 5);
var y = worldPoint.y + Phaser.Math.RND.integerInRange(-5, 5);
var frame = Phaser.Math.RND.integerInRange(0, 5);
this.matter.add.image(x, y, 'balls', frame, { restitution: 1 });
}
}, this);
this.input.keyboard.on('keydown-SPACE', function (event) {
// shapeGraphics.visible = !shapeGraphics.visible;
});
var help = this.add.text(16, 16, 'Click to drop balls\nPress "space" to toggle rendering collision shapes', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
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);
}
function update (time, delta)
{
controls.update(delta);
}
function drawCollisionShapes (graphics)
{
graphics.clear();
// Loop over each tile and visualize its collision shape (if it has one)
layer.forEachTile(function (tile)
{
var tileWorldX = tile.getLeft();
var tileWorldY = tile.getTop();
var collisionGroup = tile.getCollisionGroup();
// console.log(collisionGroup);
if (!collisionGroup || collisionGroup.objects.length === 0) { return; }
// The group will have an array of objects - these are the individual collision shapes
var objects = collisionGroup.objects;
for (var i = 0; i < objects.length; i++)
{
var object = objects[i];
var objectX = tileWorldX + object.x;
var objectY = tileWorldY + object.y;
// When objects are parsed by Phaser, they will be guaranteed to have one of the
// following properties if they are a rectangle/ellipse/polygon/polyline.
if (object.rectangle)
{
graphics.strokeRect(objectX, objectY, object.width, object.height);
}
else if (object.ellipse)
{
// Ellipses in Tiled have a top-left origin, while ellipses in Phaser have a center
// origin
graphics.strokeEllipse(
objectX + object.width / 2, objectY + object.height / 2,
object.width, object.height
);
}
else if (object.polygon || object.polyline)
{
var originalPoints = object.polygon ? object.polygon : object.polyline;
var points = [];
for (var j = 0; j < originalPoints.length; j++)
{
var point = originalPoints[j];
points.push({
x: objectX + point.x,
y: objectY + point.y
});
}
graphics.strokePoints(points);
}
}
});
}