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class Example extends Phaser.Scene { showDebug = false; player; helpText; debugGraphics; cursors; map; preload () { this.load.setBaseURL('https://cdn.phaserfiles.com/v385'); this.load.image('tiles', 'assets/tilemaps/tiles/catastrophi_tiles_16.png'); this.load.tilemapCSV('map', 'assets/tilemaps/csv/catastrophi_level2.csv'); this.load.spritesheet('player', 'assets/sprites/spaceman.png', { frameWidth: 16, frameHeight: 16 }); } create () { // When loading a CSV map, make sure to specify the tileWidth and tileHeight this.map = this.make.tilemap({ key: 'map', tileWidth: 16, tileHeight: 16 }); const tileset = this.map.addTilesetImage('tiles'); const layer = this.map.createLayer(0, tileset, 0, 0); // This isn't totally accurate, but it'll do for now this.map.setCollisionBetween(54, 83); this.anims.create({ key: 'left', frames: this.anims.generateFrameNumbers('player', { start: 8, end: 9 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'right', frames: this.anims.generateFrameNumbers('player', { start: 1, end: 2 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'up', frames: this.anims.generateFrameNumbers('player', { start: 11, end: 13 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'down', frames: this.anims.generateFrameNumbers('player', { start: 4, end: 6 }), frameRate: 10, repeat: -1 }); this.player = this.physics.add.sprite(50, 100, 'player', 1); // Set up the player to collide with the tilemap layer. Alternatively, you can manually run // collisions in update via: this.physics.world.collide(player, layer). this.physics.add.collider(this.player, layer); this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels); this.cameras.main.startFollow(this.player); this.debugGraphics = this.add.graphics(); this.input.keyboard.on('keydown-C', event => { this.showDebug = !this.showDebug; this.drawDebug(); }); this.cursors = this.input.keyboard.createCursorKeys(); this.helpText = this.add.text(16, 16, this.getHelpMessage(), { fontSize: '18px', fill: '#ffffff' }); this.helpText.setScrollFactor(0); } update (time, delta) { this.player.body.setVelocity(0); // Horizontal movement if (this.cursors.left.isDown) { this.player.body.setVelocityX(-100); } else if (this.cursors.right.isDown) { this.player.body.setVelocityX(100); } // Vertical movement if (this.cursors.up.isDown) { this.player.body.setVelocityY(-100); } else if (this.cursors.down.isDown) { this.player.body.setVelocityY(100); } // Update the animation last and give left/right animations precedence over up/down animations if (this.cursors.left.isDown) { this.player.anims.play('left', true); } else if (this.cursors.right.isDown) { this.player.anims.play('right', true); } else if (this.cursors.up.isDown) { this.player.anims.play('up', true); } else if (this.cursors.down.isDown) { this.player.anims.play('down', true); } else { this.player.anims.stop(); } } drawDebug () { this.debugGraphics.clear(); if (this.showDebug) { // Pass in null for any of the style options to disable drawing that component this.map.renderDebug(this.debugGraphics, { tileColor: null, // Non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges }); } this.helpText.setText(this.getHelpMessage()); } getHelpMessage () { return `Arrow keys to move.\nPress "C" to toggle debug visuals: ${this.showDebug ? 'on' : 'off'}`; } } const config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, physics: { default: 'arcade', arcade: { gravity: { y: 0 } } }, scene: Example }; const game = new Phaser.Game(config);
class Example extends Phaser.Scene
{
showDebug = false;
player;
helpText;
debugGraphics;
cursors;
map;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v385');
this.load.image('tiles', 'assets/tilemaps/tiles/catastrophi_tiles_16.png');
this.load.tilemapCSV('map', 'assets/tilemaps/csv/catastrophi_level2.csv');
this.load.spritesheet('player', 'assets/sprites/spaceman.png', { frameWidth: 16, frameHeight: 16 });
}
create ()
{
// When loading a CSV map, make sure to specify the tileWidth and tileHeight
this.map = this.make.tilemap({ key: 'map', tileWidth: 16, tileHeight: 16 });
const tileset = this.map.addTilesetImage('tiles');
const layer = this.map.createLayer(0, tileset, 0, 0);
// This isn't totally accurate, but it'll do for now
this.map.setCollisionBetween(54, 83);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('player', { start: 8, end: 9 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('player', { start: 1, end: 2 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'up',
frames: this.anims.generateFrameNumbers('player', { start: 11, end: 13 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'down',
frames: this.anims.generateFrameNumbers('player', { start: 4, end: 6 }),
frameRate: 10,
repeat: -1
});
this.player = this.physics.add.sprite(50, 100, 'player', 1);
// Set up the player to collide with the tilemap layer. Alternatively, you can manually run
// collisions in update via: this.physics.world.collide(player, layer).
this.physics.add.collider(this.player, layer);
this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
this.cameras.main.startFollow(this.player);
this.debugGraphics = this.add.graphics();
this.input.keyboard.on('keydown-C', event =>
{
this.showDebug = !this.showDebug;
this.drawDebug();
});
this.cursors = this.input.keyboard.createCursorKeys();
this.helpText = this.add.text(16, 16, this.getHelpMessage(), {
fontSize: '18px',
fill: '#ffffff'
});
this.helpText.setScrollFactor(0);
}
update (time, delta)
{
this.player.body.setVelocity(0);
// Horizontal movement
if (this.cursors.left.isDown)
{
this.player.body.setVelocityX(-100);
}
else if (this.cursors.right.isDown)
{
this.player.body.setVelocityX(100);
}
// Vertical movement
if (this.cursors.up.isDown)
{
this.player.body.setVelocityY(-100);
}
else if (this.cursors.down.isDown)
{
this.player.body.setVelocityY(100);
}
// Update the animation last and give left/right animations precedence over up/down animations
if (this.cursors.left.isDown)
{
this.player.anims.play('left', true);
}
else if (this.cursors.right.isDown)
{
this.player.anims.play('right', true);
}
else if (this.cursors.up.isDown)
{
this.player.anims.play('up', true);
}
else if (this.cursors.down.isDown)
{
this.player.anims.play('down', true);
}
else
{
this.player.anims.stop();
}
}
drawDebug ()
{
this.debugGraphics.clear();
if (this.showDebug)
{
// Pass in null for any of the style options to disable drawing that component
this.map.renderDebug(this.debugGraphics, {
tileColor: null, // Non-colliding tiles
collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles
faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
});
}
this.helpText.setText(this.getHelpMessage());
}
getHelpMessage ()
{
return `Arrow keys to move.\nPress "C" to toggle debug visuals: ${this.showDebug ? 'on' : 'off'}`;
}
}
const config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
pixelArt: true,
physics: {
default: 'arcade',
arcade: {
gravity: { y: 0 }
}
},
scene: Example
};
const game = new Phaser.Game(config);