display/render texture tilemap
var game = new Phaser.Game(800, 600, Phaser.WEBGL, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('level3', 'assets/tilemaps/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
game.load.spritesheet('tiles', 'assets/tilemaps/tiles/cybernoid.png', 16, 16);
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
game.load.image('chunk', 'assets/sprites/chunk.png');
}
var map;
var texture;
var stamp;
var tx = 0;
var ty = 0;
var cursors;
var sprite;
var emitter;
function create() {
map = game.add.tilemap('level3');
map.setCollisionByExclusion([7, 32, 35, 36, 47]);
game.world.setBounds(0, 0, map.widthInPixels, map.heightInPixels);
stamp = game.add.sprite(0, 0, 'tiles', 3);
texture = game.add.renderTexture(game.width, game.height);
var rtMap = game.add.sprite(0, 0, texture);
rtMap.fixedToCamera = true;
cursors = game.input.keyboard.createCursorKeys();
emitter = game.add.emitter(0, 0, 200);
emitter.makeParticles('chunk');
emitter.minRotation = 0;
emitter.maxRotation = 0;
emitter.gravity = 150;
emitter.bounce.setTo(0.5, 0.5);
sprite = game.add.sprite(300, 90, 'phaser');
sprite.anchor.set(0.5);
game.physics.enable(sprite);
sprite.body.tilePadding.set(32, 32);
game.camera.follow(sprite);
renderMap();
}
function renderMap() {
var cx = game.math.snapToFloor(game.camera.x, 16) / 16;
var cy = game.math.snapToFloor(game.camera.y, 16) / 16;
// console.log(game.camera.x, '=', cx, game.camera.y, '=', cy);
var tile = null;
// 800/16 = 50
// 600/16 = 37.5
var w = cx + 50;
var h = cy + 38;
var dx = 0;
var dy = 0;
var cls = true;
for (var y = cy; y < h; y++)
{
for (var x = cx; x < w; x++)
{
tile = map.getTile(x, y);
if (tile)
{
stamp.frame = tile.index - 1;
texture.renderXY(stamp, dx, dy, cls);
cls = false;
}
dx += 16;
}
dx = 0;
dy += 16;
}
tx = game.camera.x;
ty = game.camera.y;
}
function particleBurst() {
emitter.x = sprite.x;
emitter.y = sprite.y;
emitter.start(true, 2000, null, 1);
}
function update() {
if (game.camera.x !== tx || game.camera.y !== ty)
{
renderMap();
}
// game.physics.arcade.collide(sprite, layer);
// game.physics.arcade.collide(emitter, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -200;
particleBurst();
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 200;
particleBurst();
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
sprite.scale.x = -1;
particleBurst();
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
sprite.scale.x = 1;
particleBurst();
}
}
function render() {
// game.debug.text(game.camera.x, 32, 32);
// game.debug.text(game.camera.y, 32, 64);
}