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Showing results for tags 'setcollisionbetween'.
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Hey everyone, I have noob questions. I'm creating a platformer game with Phaser, as well as Tiled to create a layered JSON map. So far one of my tile layers is handling all of the inanimate object collisions via this.map.setCollisionBetween(0, 600, true, this.collisionLayer, false) to which I've passed indices to my entire tileset (only using one). Given that I've done this, does the number of tiles I actually create in that layer via Tiled affect performance? Would it be advisable for me to just use setCollision() or setCollisionBetween and pass only the necessary tiles that I plan on passing to that layer? My tileset is about 1/3 tiles I want to use for collision, and they're not totally organized but I can reasonable get that done if necessary. Also, what's better for performance, bigger tilesets or more, smaller tilesets. What would you consider a sweet spot for this in terms of size and number of tilesets? Note that I've already compressed my images etc and not having any performance issues so far, just taking preventative measures. Thanks for any help in advance.
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First post here, experienced developer, but new to phaser. I am trying to get my sprite to collide with the 'Collisions' Layer I have defined in Tiled. I used Tiled to create a map and exported it as json. The image below shows that I have 4 layers. A background(all the grass), a foreground(the stump of the tree), the treetop, and the COLLISIONS layer which is the red squares covering the trunk. I followed various tips to do this for collisions but cannot get my sprite to respect it. Here is my Tiled app showing my layers: Here is what my game looks like next to my sprite. My ultimate goal is to have him collide with the trunk, which I have attempted to do with the collision layer. Below is my exported json from Tiled. { "height":50, "layers":[ { "data":[1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 1, 2, 7, 7, 7, 7, 7, 1, 2, 3, 3, 3, 3, 3, 3, 1, 1, 1, 1, 1, 2, 3, 4, 4, 5, 6, 7, 8, 9, 10, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 13, 14, 19, 19, 19, 1, 2, 3, 3, 15, 15, 15, 15, 15, 15, 13, 13, 13, 13, 1, 2, 3, 4, 16, 17, 18, 19, 20, 21, 22, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 25, 26, 19, 19, 1, 2, 3, 15, 15, 4, 25, 26, 27, 28, 29, 30, 31, 32, 33, 1, 2, 3, 4, 28, 29, 30, 31, 32, 33, 34, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 37, 38, 13, 14, 1, 2, 3, 7, 8, 4, 37, 38, 39, 40, 41, 1, 2, 3, 4, 13, 1, 2, 3, 4, 41, 42, 43, 44, 45, 46, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 49, 50, 13, 13, 13, 1, 2, 3, 7, 7, 8, 50, 51, 52, 53, 1, 2, 3, 4, 58, 1, 2, 3, 4, 53, 54, 55, 56, 57, 7, 7, 7, 8, 52, 53, 54, 55, 56, 57, 58, 61, 62, 63, 64, 65, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "height":50, "name":"Collisions", "opacity":1, "properties": { "Collidable":"True" }, "propertytypes": { "Collidable":"string" }, "type":"tilelayer", "visible":true, "width":50, "x":0, "y":0 }], "nextobjectid":5, "orientation":"orthogonal", "renderorder":"right-down", "tileheight":32, "tilesets":[ { "firstgid":1, "columns":12, "image":"..\/Downloads\/tileset\/grass-tiles-2-small.png", "imageheight":192, "imagewidth":384, "margin":0, "name":"grass", "spacing":0, "tilecount":72, "tileheight":32, "tilewidth":32, "type":"tileset" }, { "firstgid":73, "columns":8, "image":"..\/Localhost\/Games\/hellophaser\/tree-tile.png", "imageheight":256, "imagewidth":256, "margin":0, "name":"tree", "spacing":0, "tilecount":64, "tileheight":32, "tilewidth":32, "type":"tileset" }, { "firstgid":137, "columns":1, "image":"..\/Downloads\/RED.png", "imageheight":32, "imagewidth":32, "margin":0, "name":"RED", "spacing":0, "tilecount":1, "tileheight":32, "tiles": { "0": { "objectgroup": { "draworder":"index", "name":"", "objects":[ { "height":28, "id":1, "name":"", "rotation":0, "type":"", "visible":true, "width":33, "x":-1, "y":2 }], "opacity":1, "properties": { "Collidable":"True" }, "propertytypes": { "Collidable":"string" }, "type":"objectgroup", "visible":true, "x":0, "y":0 } } }, "tilewidth":32, "type":"tileset" }], "tilewidth":32, "type":"map", "version":"1.0.0", "width":50 } Below is my code with some comments to help: <!doctype html> <html> <head> <meta charset="UTF-8" /> <title>hello phaser!</title> <script src="//cdn.jsdelivr.net/phaser/2.5.0/phaser.min.js"></script> </head> <body> <script type="text/javascript"> var game = new Phaser.Game(800, 600, Phaser.AUTO, 'gameContainer', { preload: preload, create: create, update: update }); var player; var cursors; var direction = "down"; var speed; var spaceKey; var collisionlayer; function preload() { game.load.spritesheet('dude', 'newguy.png', 30, 32); game.load.spritesheet('adam', 'adam.png', 30, 32); game.load.tilemap('MyTilemap', 'rpgmap.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('grass', 'grass-tiles.png'); game.load.image('tree', 'tree-tile.png'); game.load.image('red', 'RED.png'); } function create() { spaceKey = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); game.world.setBounds(0, 0, 1920, 1920); //add tilemap and tilesetimages map = game.add.tilemap('MyTilemap'); map.addTilesetImage('grass', 'grass'); map.addTilesetImage('tree', 'tree'); map.addTilesetImage('RED', 'red'); //Use setcollision with ID of Collisions tileset? map.setCollision(137); //add base layer layer = map.createLayer('Background'); //add collisions layer here? collisionlayer = map.createLayer('Collisions'); //add player player = game.add.sprite(800, 400, 'dude'); game.physics.enable(player, Phaser.Physics.ARCADE); player.body.collideWorldBounds = true; player.bringToTop(); // add other layers map.createLayer('Foreground'); map.createLayer('Treetop'); layer.resizeWorld(); layer.wrap = true; //add enemy enemy = game.add.sprite(game.world.centerX - 50, game.world.centerY - 50, 'adam'); game.physics.enable(enemy, Phaser.Physics.ARCADE); enemy.body.immovable = true; enemy.body.moves =false; enemy.body.collideWorldBounds = true; player.anchor.setTo(0.5, 0.5); game.camera.follow(player, Phaser.Camera.FOLLOW_TOPDOWN); //animations for player player.animations.add('down', [0, 1, 2], 10, true); player.animations.add('left', [3, 4, 5], 10, true); player.animations.add('right', [6, 7,8], 10, true); player.animations.add('up', [9, 10, 11], 10, true); cursors = game.input.keyboard.createCursorKeys(); } function update() { //This SHOULD tell player to collide with collisionlayer right? game.physics.arcade.collide(player, collisionlayer); //game.physics.arcade.collide(player, layer); //this works when colliding with layer 1 if(game.physics.arcade.collide(player, enemy)){ //do something when player collides with enemy } player.body.velocity.x = 0 player.body.velocity.y = 0 if (cursors.left.isDown) { if(spaceKey.isDown) { speed = -500; }else{ speed = -300; } player.body.velocity.x = speed // player.body.moveLeft(speed); player.animations.play('left'); direction = "left"; } else if (cursors.right.isDown) { if(spaceKey.isDown) { speed = 500; }else{ speed = 300; } player.body.velocity.x = speed //player.body.moveRight(speed); player.animations.play('right'); direction = "right"; } else if (cursors.up.isDown) { if(spaceKey.isDown) { speed = -500; }else{ speed = -300; } player.body.velocity.y = speed //player.body.moveUp(speed); player.animations.play('up'); direction = "up"; } else if (cursors.down.isDown) { if(spaceKey.isDown) { speed = 500; }else{ speed = 300; } player.body.velocity.y = speed //player.body.moveDown(speed); player.animations.play('down'); direction = "down"; } else { player.animations.stop(null, true); if(direction === "left"){ player.frame = 4; }else if(direction === "right"){ player.frame = 7; }else if(direction === "up"){ player.frame = 10; }else{ player.frame = 1; } } } </script> </body> </html>
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Hi all! I use Tiled Map Editor generate a JSON Tilemap. Use setCollisionBetween(37, 42) method set the tiles for collision, but it does not work. All tiles in this Tilemap can be collided. My code and json file is in attach files, please help! main.html map.txt