Character Layers - Flying Chars
Press the arrow keys to move. This demonstrates the usage of character layers as described here.
Code
📖 How to execute examples locally
js
const game = new Phaser.Game(config(preload, create, update));
function preload() {
this.load.image("tiles", "../../assets/tf_jungle_tileset.png");
this.load.tilemapTiledJSON("jungle", "../../assets/jungle-char-layers.json");
this.load.spritesheet("player", "../../assets/characters.png", {
frameWidth: 52,
frameHeight: 72,
});
this.load.spritesheet("monster_bird", "../../assets/monster_bird1.png", {
frameWidth: 61,
frameHeight: 57,
});
}
function create() {
const tilemap = this.make.tilemap({ key: "jungle" });
tilemap.addTilesetImage("jungle", "tiles");
for (let i = 0; i < tilemap.layers.length; i++) {
const layer = tilemap.createLayer(i, "jungle", 0, 0);
layer.scale = 3;
}
const playerSprite = this.add.sprite(0, 0, "player");
playerSprite.scale = 1.5;
this.cameras.main.startFollow(playerSprite, true);
this.cameras.main.setFollowOffset(-playerSprite.width, -playerSprite.height);
this.anims.create({
key: "bird_still",
frames: this.anims.generateFrameNumbers("monster_bird", {
start: 0,
end: 2,
}),
frameRate: 10,
repeat: -1,
yoyo: true,
});
const monsterBirdSprites = [];
for (let i = 0; i < 10; i++) {
const monsterBirdSprite = this.add.sprite(0, 0, "monster_bird");
monsterBirdSprite.scale = 3;
monsterBirdSprites.push(monsterBirdSprite);
}
this.anims.staggerPlay("bird_still", monsterBirdSprites, 100);
const gridEngineConfig = {
characters: [
{
id: "player",
sprite: playerSprite,
walkingAnimationMapping: 6,
startPosition: { x: 4, y: 4 },
charLayer: 'ground'
},
...monsterBirdSprites.map((sprite, i) => ({
id: "monster_bird_" + i,
sprite,
startPosition: { x: 7, y: 7 + i },
speed: 5,
charLayer: 'sky'
})),
],
};
this.gridEngine.create(tilemap, gridEngineConfig);
for (let i = 0; i < 10; i++) {
this.gridEngine.moveRandomly("monster_bird_" + i, 1000, 10);
}
}
function update() {
const cursors = this.input.keyboard.createCursorKeys();
if (cursors.left.isDown) {
this.gridEngine.move("player", "left");
} else if (cursors.right.isDown) {
this.gridEngine.move("player", "right");
} else if (cursors.up.isDown) {
this.gridEngine.move("player", "up");
} else if (cursors.down.isDown) {
this.gridEngine.move("player", "down");
}
}
html
<!doctype html>
<html>
<head>
<link rel="stylesheet" href="../styles.css" />
<script src="../../js/phaser-3.80.1.min.js"></script>
<script src="../../js/grid-engine-2.44.3.min.js"></script>
<script src="../../js/examplePhaserConfig.js"></script>
<script src="code.js"></script>
</head>
<body></body>
</html>
js
function config(preload, create, update) {
return {
title: "GridEngineExample",
render: {
antialias: false,
},
type: Phaser.AUTO,
plugins: {
scene: [
{
key: "gridEngine",
plugin: GridEngine,
mapping: "gridEngine",
},
],
},
scale: {
width: 700,
height: 528,
},
scene: {
preload: preload,
create: create,
update: update,
},
parent: "game",
backgroundColor: "#48C4F8",
input: {
mouse: {
preventDefaultWheel: false
},
touch: {
capture: false
}
}
};
}
css
body {
margin: 0;
padding: 0;
background: #1e1e20;
font-family: Inter,-apple-system,system-ui,BlinkMacSystemFont,"Segoe UI",Roboto,"Helvetica Neue",Arial,sans-serif;
color: #cacaca;
}
.settings {
margin-top: 20px;
display: flex;
flex-direction: column;
/* border: 1px solid white; */
background: #282828;
margin-bottom: 20px;
width: 640px;
padding: 0 30px;
}
label {
font-weight: bold;
margin-top: 30px;
margin-bottom: 10px;
}
select {
width: 100px;
}
input {
width: 100px;
}
button {
width: 120px;
margin-top: 30px;
margin-bottom: 20px;
}
.wait-timeout-group {
display: flex;
align-items: center;
justify-content: flex-start;
}
.wait-timeout-group input {
width: auto;
margin-right: 10px;
}
.wait-timeout-group label {
margin:0;
}
#json-config {
margin-bottom: 10px;
}
#json-config pre {
font-family: "Consolas", monospace;
}
.disabled {
display: none;
}