Tiled Multi Tileset
Demonstrates how to render a single tilemap layer that uses multiple different tileset source images by passing an array of tilesets to the layer creation method.
800 × 600
class Example extends Phaser.Scene
{
constructor()
{
super();
}
preload()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.image('ground', 'assets/tilemaps/tiles/kenny_ground_64x64.png');
this.load.image('items', 'assets/tilemaps/tiles/kenny_items_64x64.png');
this.load.image('platformer', 'assets/tilemaps/tiles/kenny_platformer_64x64.png');
this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/multi-tileset.json');
}
create()
{
var map = this.make.tilemap({ key: 'map' });
var groundTiles = map.addTilesetImage('kenny_ground_64x64', 'ground');
var itemTiles = map.addTilesetImage('kenny_items_64x64', 'items');
var platformTiles = map.addTilesetImage('kenny_platformer_64x64', 'platformer');
// To use multiple tilesets in a single layer, pass them in an array like this:
map.createLayer('Tile Layer 1', [ groundTiles, itemTiles, platformTiles ]);
// Or you can pass an array of strings, where they = the Tileset name
// map.createLayer('Tile Layer 1', [ 'kenny_ground_64x64', 'kenny_items_64x64', 'kenny_platformer_64x64' ]);
this.cameras.main.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
var cursors = this.input.keyboard.createCursorKeys();
var 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);
var help = this.add.text(16, 16, 'Arrow keys to scroll', {
fontSize: '18px',
padding: { x: 10, y: 5 },
backgroundColor: '#000000',
fill: '#ffffff'
});
help.setScrollFactor(0);
}
update(time, delta)
{
this.controls.update(delta);
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'game-container',
scene: Example
};
const game = new Phaser.Game(config);