Tilemap Snake Distance
Adjust tile transparency dynamically based on the Manhattan distance (Snake distance) between the player and each tile in the map.
800 × 600
class Example extends Phaser.Scene
{
showDebug = false;
player;
helpText;
debugGraphics;
cursors;
map;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
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.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(400, 300, 'player', 1);
this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
this.cameras.main.startFollow(this.player);
this.cursors = this.input.keyboard.createCursorKeys();
}
update (time, delta)
{
this.updatePlayer();
this.updateMap();
}
updateMap ()
{
const origin = this.map.getTileAtWorldXY(this.player.x, this.player.y);
this.map.forEachTile(tile =>
{
const dist = Phaser.Math.Distance.Snake(
origin.x,
origin.y,
tile.x,
tile.y
);
tile.setAlpha(1 - 0.1 * dist);
});
}
updatePlayer ()
{
this.player.body.setVelocity(0);
// Snake movement is 4 directions only
if (this.cursors.left.isDown)
{
this.player.body.setVelocityX(-100);
}
else if (this.cursors.right.isDown)
{
this.player.body.setVelocityX(100);
}
else 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();
}
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
parent: 'game-container',
pixelArt: true,
physics: {
default: 'arcade'
},
scene: Example
};
const game = new Phaser.Game(config);