wip/tilemap raycast
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.tilemap('map', 'assets/tilemaps/maps/collision_test.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('ground_1x1', 'assets/tilemaps/tiles/ground_1x1.png');
game.load.image('phaser', 'assets/sprites/phaser-dude.png');
}
var map;
var layer;
var cursors;
var sprite;
var line;
var tileHits = [];
var plotting = false;
function create() {
line = new Phaser.Line();
map = game.add.tilemap('map');
map.addTilesetImage('ground_1x1');
layer = map.createLayer('Tile Layer 1');
layer.resizeWorld();
map.setCollisionBetween(1, 12);
layer.debug = true;
sprite = game.add.sprite(260, 70, 'phaser');
game.physics.enable(sprite);
game.camera.follow(sprite);
cursors = game.input.keyboard.createCursorKeys();
var help = game.add.text(10, 10, 'Arrows to move, click and drag to cast a ray', { font: '16px Arial', fill: '#ffffff' });
help.fixedToCamera = true;
game.input.onDown.add(startLine, this);
game.input.onUp.add(raycast, this);
}
function startLine(pointer) {
if (tileHits.length > 0)
{
for (var i = 0; i < tileHits.length; i++)
{
tileHits[i].debug = false;
}
layer.dirty = true;
}
line.start.set(pointer.worldX, pointer.worldY);
plotting = true;
}
function raycast(pointer) {
line.end.set(pointer.worldX, pointer.worldY);
tileHits = layer.getRayCastTiles(line, 4, false, false);
if (tileHits.length > 0)
{
// Just so we can visually see the tiles
for (var i = 0; i < tileHits.length; i++)
{
tileHits[i].debug = true;
}
layer.dirty = true;
}
plotting = false;
}
function update() {
if (plotting)
{
line.end.set(game.input.activePointer.worldX, game.input.activePointer.worldY);
}
game.physics.arcade.collide(sprite, layer);
sprite.body.velocity.x = 0;
sprite.body.velocity.y = 0;
if (cursors.up.isDown)
{
sprite.body.velocity.y = -200;
}
else if (cursors.down.isDown)
{
sprite.body.velocity.y = 200;
}
if (cursors.left.isDown)
{
sprite.body.velocity.x = -200;
}
else if (cursors.right.isDown)
{
sprite.body.velocity.x = 200;
}
}
function render() {
game.debug.geom(line);
}