jw405 Posted March 1, 2016 Share Posted March 1, 2016 Hi! I've followed this tutorial: http://examples.phaser.io/_site/view_full.html?d=loader&f=load+tilemap+json.js&t=load%20tilemap%20json Comes up with background colour but no tilemap! Any help would be HUGELY appreciated! I'm guessing the issue is here: map.addTilesetImage('tilesheet_complete', 'tiles'); Here's the code: index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, maximum-scale=1.0"> <title>Tilemap Test</title> <link rel="stylesheet" type="text/css" href="css/style.css"/> <script src="js/phaser.min.js"></script> <script src="js/phaser-plugin-isometric.js"></script> <script src="js/test.js"></script> </head> <body> </body> </html> test.js 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 foramt 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('level1', 'assets/tilemaps/maps/map2.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/tilesheet_complete.png'); } var map; var layer; function create() { game.stage.backgroundColor = '#787878'; // The 'level1' key here is the Loader key given in game.load.tilemap map = game.add.tilemap('level1'); // 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('tilesheet_complete', '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(); } map2.json { "height":30, "layers":[ { "data":[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, 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"image":"..\/..\/..\/..\/..\/..\/..\/..\/..\/Users\/Woody\/Downloads\/isometric-blocks\/Tilesheet\/tilesheet_complete.png", "imageheight":1025, "imagewidth":2331, "margin":0, "name":"tilesheet_complete", "spacing":0, "tilecount":168, "tileheight":128, "tilewidth":111 }, { "columns":0, "firstgid":169, "margin":0, "name":"Test", "spacing":0, "tilecount":1, "tileheight":128, "tiles": { "0": { "image":"..\/..\/..\/..\/..\/..\/..\/..\/..\/Users\/Woody\/Desktop\/test-tile-2.png" } }, "tilewidth":111 }], "tilewidth":111, "version":1, "width":30 } Quote Link to comment Share on other sites More sharing options...
SignalSin Posted March 4, 2016 Share Posted March 4, 2016 Just having a quick glance, you need to make sure that the values in your json file match the values in your code. In your create method, you call this: layer = map.createLayer('World1'); but there's no layer called 'World1' in your json. Change it to whichever layer you want to display (ie 'Tile Layer 1'). Your image file paths in your json aren't right either - you're loading them from 'assets/tilemaps/tiles' in your code but your json file says the image is in "..\/..\/..\/..\/..\/..\/..\/..\/..\/Users\/Woody\/Downloads\/isometric-blocks\/Tilesheet\/tilesheet_complete.png" Your json file also has another tileset called 'Test', should that be loaded too? It's also worth reconsidering whether you need six layers, as performance can suffer with more layers added. Also, just fyi, you're probably getting an error the javascript console for this - if you want to check the console, just press F12 in your browser. This is a really useful tool when debugging. Quote Link to comment Share on other sites More sharing options...
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