Tile Callbacks
Learn how to trigger custom functions when a sprite interacts with specific tiles using index-based and location-based callbacks. This example demonstrates collecting items and creating secret passages by modifying collision behavior.
800 × 576
class Example extends Phaser.Scene
{
coinsCollected = 0;
coinLayer;
groundLayer;
showDebug = false;
player;
text;
debugGraphics;
cursors;
map;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/tile-collision-test.json');
this.load.image('player', 'assets/sprites/phaser-dude.png');
}
create ()
{
this.map = this.make.tilemap({ key: 'map' });
const groundTiles = this.map.addTilesetImage('ground_1x1');
const coinTiles = this.map.addTilesetImage('coin');
this.map.createLayer('Background Layer', groundTiles, 0, 0);
this.groundLayer = this.map.createLayer('Ground Layer', groundTiles, 0, 0);
this.coinLayer = this.map.createLayer('Coin Layer', coinTiles, 0, 0);
this.groundLayer.setCollisionBetween(1, 25);
// This will set Tile ID 26 (the coin tile) to call the function "hitCoin" when collided with
this.coinLayer.setTileIndexCallback(26, this.hitCoin, this);
// This will set the map location (2, 0) to call the function "hitSecretDoor" Un-comment this to
// be jump through the ceiling above where the player spawns. You can use this to create a
// secret area.
this.groundLayer.setTileLocationCallback(2, 0, 1, 1, this.hitSecretDoor, this);
this.player = this.physics.add.sprite(80, 70, 'player')
.setBounce(0.1);
// We want the player to physically collide with the ground, but the coin layer should only
// trigger an overlap so that collection a coin doesn'td kill player movement.
this.physics.add.collider(this.player, this.groundLayer);
this.physics.add.overlap(this.player, this.coinLayer);
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.text = this.add.text(16, 16, '', {
fontSize: '20px',
fill: '#ffffff'
});
this.text.setScrollFactor(0);
this.updateText();
}
update (time, delta)
{
// Horizontal movement
this.player.body.setVelocityX(0);
if (this.cursors.left.isDown)
{
this.player.body.setVelocityX(-200);
}
else if (this.cursors.right.isDown)
{
this.player.body.setVelocityX(200);
}
// Jumping
if ((this.cursors.space.isDown || this.cursors.up.isDown) && this.player.body.onFloor())
{
this.player.body.setVelocityY(-300);
}
}
hitCoin (sprite, tile)
{
this.coinLayer.removeTileAt(tile.x, tile.y);
this.coinsCollected += 1;
this.updateText();
// Return true to exit processing collision of this tile vs the sprite - in this case, it
// doesn't matter since the coin tiles are not set to collide.
return false;
}
hitSecretDoor (sprite, tile)
{
tile.alpha = 0.25;
// Return true to exit processing collision of this tile vs the sprite - here, we want to allow
// the player jump "through" the block and not collide.
return true;
}
drawDebug ()
{
this.debugGraphics.clear();
if (this.showDebug)
{
// Pass in null for any of the style options to disable drawing that component
this.groundLayer.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.updateText();
}
updateText ()
{
this.text.setText(
`Arrow keys to move. Space to jump\nPress "C" to toggle debug visuals: ${this.showDebug ? 'on' : 'off'}\nCoins collected: ${this.coinsCollected}`
);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 800,
height: 576,
backgroundColor: '#2d2d2d',
parent: 'game-container',
pixelArt: true,
physics: {
default: 'arcade',
arcade: { gravity: { y: 300 } }
},
scene: Example
};
const game = new Phaser.Game(config);