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  1. Hi, I'm trying to make use of several tilemaps to build the world, cities, and dungeons of my game. For example, having a single tile map represent the "layout" of the outdoors of a city; leaving spaces or "lots" for buildings to be placed. These buildings would each contain 5+ layers, every building needs their layers to be mutually exclusive of the others. The base layouts of areas are rather large (150x150 tiles) compared to the buildings (13x8 tiles). I want to be able to reuse the buildings, so I'm not going to copy and paste them around a map created in Tiled. When the player walks into a building, I want to fade out the external look of the building, and fade in the interior. When you have 10, 15, 20+ buildings in one level, it becomes very difficult to manage the large amount of layers in a single tilemap. Not to mention I have no idea how it would perform with 100 layers, each at 150x150x32x32 pixels. What I need is to be able to move one tilemap relative to another. I need to change the origin of a tilemap. I've spent a few hours searching this forum and google looking for an answer. Even if I can't make of collision on the layers, I can sort that out easily once I'm able to move the tilemaps around. So, here is an example of what I have now. Code notes: home_village_f0 - A 150x150 tile map that gives the layout of a city house0_f0 - A 13x8 tile map that represents a house. TPOW.States.Game = function(game) {};TPOW.States.Game.prototype = { create : function() { // Load the current over world map this.home_village_f0 = this.game.add.tilemap('home_village_f0'); this.home_village_f0.addTilesetImage('city_inside', 'tiles_city_inside'); this.home_village_f0.addTilesetImage('forest_tiles', 'tiles_forest_tiles'); this.home_village_f0.addTilesetImage('PathAndObjects_0', 'tiles_PathAndObjects_0'); this.ground = this.home_village_f0.createLayer('ground'); // Resize the game world to match the layer dimensions this.ground.resizeWorld(); // Load each module // TODO: Auto load modules based on map content this.house0_f0 = this.game.add.tilemap('house0_f0'); this.house0_f0.addTilesetImage('city_outside', 'tiles_city_outside'); this.house0_f0.addTilesetImage('interior', 'tiles_interior'); this.house0_f0.addTilesetImage('hyptosis_tile-art-batch-3', 'tiles_hyptosis_tile-art-batch-3'); this.house0_f0.addTilesetImage('base_out_atlas', 'tiles_base_out_atlas'); this.house0_floor = this.house0_f0.createLayer('floor'); this.house0_indoors0 = this.house0_f0.createLayer('indoors0'); this.house0_indoors1 = this.house0_f0.createLayer('indoors1'); this.house0_outdoors0 = this.house0_f0.createLayer('outdoors0'); this.house0_outdoors1 = this.house0_f0.createLayer('outdoors1'); // Test this.house0_floor.alpha = 0; this.house0_indoors0.alpha = 0; this.house0_indoors1.alpha = 0; /** * More content not relevant to question. */ }, update : function() { var alpha = this.house0_floor.alpha; if (alpha != 1) { alpha = Math.min(1, alpha + 0.005); } this.house0_floor.alpha = alpha; this.house0_indoors0.alpha = alpha; this.house0_indoors1.alpha = alpha; this.house0_outdoors0.alpha = 1 - alpha; this.house0_outdoors1.alpha = 1 - alpha; /** * More content not relevant to question. */ }};TL;DR: How do I move a tilemap relative to another? That is, make the top left corner be something other than (0, 0) in the world.
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