Tilemap World to Tile Coordinates
Demonstrates how to convert pointer coordinates to tile positions across multiple layers, handling layer switching and tilesets of different sizes.
800 × 600
class Example extends Phaser.Scene
{
smallTileLayer;
tileLayer2;
offsetTileLayer;
tileLayer;
marker;
map;
controls;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/features-test.json');
this.load.spritesheet('coin', 'assets/sprites/coin.png', { frameWidth: 32, frameHeight: 32 });
this.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
this.load.image('walls_1x2', 'assets/tilemaps/tiles/walls_1x2.png');
this.load.image('tiles2', 'assets/tilemaps/tiles/tiles2.png');
this.load.image('dangerous-kiss', 'assets/tilemaps/tiles/dangerous-kiss.png');
}
create ()
{
this.map = this.add.tilemap('map');
const groundTiles = this.map.addTilesetImage('ground_1x1');
const tiles2 = this.map.addTilesetImage('tiles2');
const kissTiles = this.map.addTilesetImage('dangerous-kiss');
this.tileLayer = this.map.createLayer('Tile Layer 1', groundTiles);
this.offsetTileLayer = this.map.createLayer('Offset Tile Layer', tiles2);
this.tileLayer2 = this.map.createLayer('Tile Layer 2', groundTiles);
this.smallTileLayer = this.map.createLayer('Small Tile Layer', kissTiles);
this.selectLayer(this.tileLayer);
this.input.keyboard.on('keydown_ONE', event =>
{
this.selectLayer(this.tileLayer);
});
this.input.keyboard.on('keydown_TWO', event =>
{
this.selectLayer(this.offsetTileLayer);
});
this.input.keyboard.on('keydown_THREE', event =>
{
this.selectLayer(this.tileLayer2);
});
this.input.keyboard.on('keydown_FOUR', event =>
{
this.selectLayer(this.smallTileLayer);
});
this.marker = this.add.graphics();
this.marker.lineStyle(2, 0x000000, 1);
this.marker.strokeRect(0, 0, this.map.tileWidth, this.map.tileHeight);
this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
const cursors = this.input.keyboard.createCursorKeys();
const controlConfig = {
camera: this.cameras.main,
left: cursors.left,
right: cursors.right,
up: cursors.up,
down: cursors.down,
speed: 0.5
};
this.controls = new Phaser.Cameras.Controls.FixedKeyControl(controlConfig);
const help = this.add.text(16, 16, '', {
font: '20px Arial',
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
}
update (time, delta)
{
this.controls.update(delta);
const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);
// Force snapping to base tile size
const pointerTileX = this.map.worldToTileX(worldPoint.x, true, this.cameras.main, this.tileLayer);
const pointerTileY = this.map.worldToTileY(worldPoint.y, true, this.cameras.main, this.tileLayer);
this.marker.x = this.map.tileToWorldX(pointerTileX, this.cameras.main, this.tileLayer);
this.marker.y = this.map.tileToWorldY(pointerTileY, this.cameras.main, this.tileLayer);
if (this.input.manager.activePointer.isDown)
{
const tile = this.map.getTileAtWorldXY(worldPoint.x, worldPoint.y);
console.log(tile);
if (tile)
{
tile.flipX = !tile.flipX;
tile.alpha = tile.alpha ? 0.5 : 1;
}
}
}
selectLayer (layer)
{
this.map.setLayer(layer);
this.tileLayer.alpha = 0.5;
this.offsetTileLayer.alpha = 0.5;
this.tileLayer2.alpha = 0.5;
this.smallTileLayer.alpha = 0.5;
layer.alpha = 1;
}
}
// Visual test to make sure selecting tiles works with a tileset that has multiple tile sizes.
// Expected behavior for tiles bigger than base size: you can only select them if you click on the
// bottom left of the graphic (the origin of where it is placed in the tilemap).
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.CANVAS,
width: 800,
height: 600,
backgroundColor: '#2d2d88',
parent: 'game-container',
pixelArt: true,
scene: Example
};
const game = new Phaser.Game(config);