beeglebug Posted October 31, 2013 Share Posted October 31, 2013 I'm having a few issue getting a simple demo working. All I want to do is have a player move around a world which is larger than the viewport, centered in the camera. You can see what I have so far in this example. I'm not sure what i'm doing wrong, everything looks the same as the camera follow example, but in mine the player gets stuck for a moment when he hits the point where the camera should start following him. Any ideas where I have gone wrong? Link to comment Share on other sites More sharing options...
meanderingleaf Posted December 19, 2013 Share Posted December 19, 2013 Ah, my apologies for the bump here, but for posterity (and for me, in case this happens to me again): The with and height on the game must be the same as the width an height of the tilemap layer ( I know.. that doesn't make sense to me, but there it is). In other words, your game setup and layer setup lines originally looked like this: var game = new Phaser.Game(640, 480, Phaser.CANVAS, null, {layer = game.add.tilemapLayer(0, 0, 720, 720, tiles, map, 0); And one needs to change the 720,720 to match the Phaser.Game values like so: layer = game.add.tilemapLayer(0, 0, 640, 480, tiles, map, 0); Worked for me, at least... Link to comment Share on other sites More sharing options...
Cameron Foale Posted December 20, 2013 Share Posted December 20, 2013 Also, totally offtopic, but I'd recommend doing this with control schemes: player.body.velocity.setTo(0,0); if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { player.body.velocity.x -= 100; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { player.body.velocity.x += 100; }...snip...instead of just setting directly. This is an easy way to make pressing left+right at the same time cancel each other out. Link to comment Share on other sites More sharing options...
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