Tilemap Collision From Tiled Shapes
Enable collisions on a Tilemap layer using the collision shapes defined in the Tiled editor via setCollisionFromCollisionGroup, with Matter.js physics integration.
800 × 600
class Example extends Phaser.Scene
{
layer;
shapeGraphics;
debugGraphics;
controls;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
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');
}
create ()
{
const map = this.make.tilemap({ key: 'map' });
const tileset = map.addTilesetImage('kenny_platformer_64x64');
this.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.
this.layer.setCollisionFromCollisionGroup();
this.shapeGraphics = this.add.graphics();
this.drawCollisionShapes(this.shapeGraphics);
this.matter.world.convertTilemapLayer(this.layer);
this.matter.world.setBounds(map.widthInPixels, map.heightInPixels);
// Drop bouncy, Matter balls on pointer down
this.input.on('pointerdown', function ()
{
const worldPoint = this.input.activePointer.positionToCamera(this.cameras.main);
for (let i = 0; i < 4; i++)
{
const x = worldPoint.x + Phaser.Math.RND.integerInRange(-5, 5);
const y = worldPoint.y + Phaser.Math.RND.integerInRange(-5, 5);
const frame = Phaser.Math.RND.integerInRange(0, 5);
this.matter.add.image(x, y, 'balls', frame, { restitution: 1 });
}
}, this);
this.input.keyboard.on('keydown-SPACE', event =>
{
// shapeGraphics.visible = !shapeGraphics.visible;
});
const 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);
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);
}
update (time, delta)
{
this.controls.update(delta);
}
drawCollisionShapes (graphics)
{
graphics.clear();
// Loop over each tile and visualize its collision shape (if it has one)
this.layer.forEachTile(tile =>
{
const tileWorldX = tile.getLeft();
const tileWorldY = tile.getTop();
const 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
const objects = collisionGroup.objects;
for (let i = 0; i < objects.length; i++)
{
const object = objects[i];
const objectX = tileWorldX + object.x;
const 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)
{
const originalPoints = object.polygon ? object.polygon : object.polyline;
const points = [];
for (let j = 0; j < originalPoints.length; j++)
{
const point = originalPoints[j];
points.push({
x: objectX + point.x,
y: objectY + point.y
});
}
graphics.strokePoints(points);
}
}
});
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#ffffff',
parent: 'game-container',
pixelArt: true,
physics: {
default: 'matter',
matter: {
gravity: { y: 1 },
enableSleep: true
}
},
scene: Example
};
const game = new Phaser.Game(config);