Switching Tileset Textures
Demonstrates how to change the visual appearance of a tilemap at runtime by dynamically swapping the tileset's underlying texture using the setImage method.
800 × 600
class Example extends Phaser.Scene
{
currentTileset = 1;
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.image('tiles_red', 'assets/tilemaps/tiles/catastrophi_tiles_16_red.png');
this.load.image('tiles_blue', 'assets/tilemaps/tiles/catastrophi_tiles_16_blue.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_red');
const layer = this.map.createLayer(0, tileset, 0, 0);
layer.setScale(2);
// This isn't totally accurate, but it'll do for now
this.map.setCollisionBetween(54, 83);
this.input.keyboard.on('keydown-ONE', function (event)
{
const texture = this.sys.textures.get('tiles_red');
this.currentTileset = 1;
tileset.setImage(texture);
this.updateHelpText();
}, this);
this.input.keyboard.on('keydown-TWO', function (event)
{
const texture = this.sys.textures.get('tiles_blue');
this.currentTileset = 2;
tileset.setImage(texture);
this.updateHelpText();
}, this);
this.input.keyboard.on('keydown-THREE', function (event)
{
const texture = this.sys.textures.get('tiles');
this.currentTileset = 3;
tileset.setImage(texture);
this.updateHelpText();
}, this);
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(100, 100, 'player', 1)
.setScale(2);
this.player.setSize(10, 10, false);
// Set up the player to collide with the tilemap layer. Alternatively, you can manually run
// collisions in update via: this.physics.world.collide(player, layer).
this.physics.add.collider(this.player, layer);
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('down_67', event =>
{
this.showDebug = !this.showDebug;
this.drawDebug();
});
this.cursors = this.input.keyboard.createCursorKeys();
this.helpText = this.add.text(16, 16, '', {
fontSize: '20px',
fill: '#ffffff'
});
this.helpText.setScrollFactor(0);
this.updateHelpText();
}
update (time, delta)
{
this.player.body.setVelocity(0);
// Horizontal movement
if (this.cursors.left.isDown)
{
this.player.body.setVelocityX(-200);
}
else if (this.cursors.right.isDown)
{
this.player.body.setVelocityX(200);
}
// Vertical movement
if (this.cursors.up.isDown)
{
this.player.body.setVelocityY(-200);
}
else if (this.cursors.down.isDown)
{
this.player.body.setVelocityY(200);
}
// 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();
}
}
drawDebug ()
{
this.debugGraphics.clear();
if (this.showDebug)
{
// Pass in null for any of the style options to disable drawing that component
this.map.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.updateHelpText();
}
updateHelpText ()
{
this.helpText.setText(
`Arrow keys to move.\nPress 1/2/3 to change the tileset texture.\nCurrent texture: ${this.currentTileset}`
);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'game-container',
pixelArt: true,
physics: {
default: 'arcade',
arcade: { gravity: { y: 0 } }
},
scene: Example
};
const game = new Phaser.Game(config);