var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
function preload() {
// Tilemaps are split into two parts: The actual map data (usually stored in a CSV or JSON file)
// and the tileset/s used to render the map.
// Here we'll load the tilemap data. The first parameter is a unique key for the map data.
// The second is a URL to the JSON file the map data is stored in. This is actually optional, you can pass the JSON object as the 3rd
// parameter if you already have it loaded (maybe via a 3rd party source or pre-generated). In which case pass 'null' as the URL and
// the JSON object as the 3rd parameter.
// The final one tells Phaser the format of the map data, in this case it's a JSON file exported from the Tiled map editor.
// This could be Phaser.Tilemap.CSV too.
game.load.tilemap('mario', 'assets/tilemaps/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
// Next we load the tileset. This is just an image, loaded in via the normal way we load images:
game.load.image('tiles', 'assets/tilemaps/tiles/super_mario.png');
}
var map;
var layer;
function create() {
game.stage.backgroundColor = '#787878';
// The 'mario' key here is the Loader key given in game.load.tilemap
map = game.add.tilemap('mario');
// The first parameter is the tileset name, as specified in the Tiled map editor (and in the tilemap json file)
// The second parameter maps this name to the Phaser.Cache key 'tiles'
map.addTilesetImage('SuperMarioBros-World1-1', 'tiles');
// Creates a layer from the World1 layer in the map data.
// A Layer is effectively like a Phaser.Sprite, so is added to the display list.
layer = map.createLayer('World1');
// This resizes the game world to match the layer dimensions
layer.resizeWorld();
}