Grid Movement
Implement grid-based movement and tile-based collision detection by checking tile indices at specific world coordinates before updating a sprite position.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('tiles', 'assets/tilemaps/tiles/drawtiles-spaced.png');
this.load.image('car', 'assets/sprites/car90.png');
this.load.tilemapCSV('map', 'assets/tilemaps/csv/grid.csv');
}
create ()
{
const map = this.make.tilemap({ key: 'map', tileWidth: 32, tileHeight: 32 });
const tileset = map.addTilesetImage('tiles', null, 32, 32, 1, 2);
const layer = map.createLayer(0, tileset, 0, 0);
const player = this.add.image(32 + 16, 32 + 16, 'car');
// Left
this.input.keyboard.on('keydown-A', event =>
{
const tile = layer.getTileAtWorldXY(player.x - 32, player.y, true);
if (tile.index === 2)
{
// Blocked, we can't move
}
else
{
player.x -= 32;
player.angle = 180;
}
});
// Right
this.input.keyboard.on('keydown-D', event =>
{
const tile = layer.getTileAtWorldXY(player.x + 32, player.y, true);
if (tile.index === 2)
{
// Blocked, we can't move
}
else
{
player.x += 32;
player.angle = 0;
}
});
// Up
this.input.keyboard.on('keydown-W', event =>
{
const tile = layer.getTileAtWorldXY(player.x, player.y - 32, true);
if (tile.index === 2)
{
// Blocked, we can't move
}
else
{
player.y -= 32;
player.angle = -90;
}
});
// Down
this.input.keyboard.on('keydown-S', event =>
{
const tile = layer.getTileAtWorldXY(player.x, player.y + 32, true);
if (tile.index === 2)
{
// Blocked, we can't move
}
else
{
player.y += 32;
player.angle = 90;
}
});
this.add.text(8, 8, 'Move with WASD', {
fontSize: '18px',
fill: '#ffffff',
backgroundColor: '#000000'
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
pixelArt: true,
backgroundColor: '#1a1a2d',
scene: Example
};
const game = new Phaser.Game(config);