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Commit ab2eddf6 authored by Anbak98's avatar Anbak98
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Finish debug

parent d2df1324
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Pipeline #8828 passed
0, 1, 1, 2
3, 4, 4, 5
3, 4, 4, 5
6, 7, 7, 8
\ No newline at end of file
0, 1, 1, 2, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
0, 1, 1, 2, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8
0, 1, 1, 2, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8
6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5, 3, 4, 4, 5
6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8, 6, 7, 7, 8
\ No newline at end of file
......@@ -17,43 +17,42 @@
preload ()
{
this.load.setBaseURL('https://git.ajou.ac.kr/copomos00/phaser3/-/raw/master/public/Assets/');
this.load.image('tiles', 'catastrophi_tiles_16.png');
this.load.tilemapCSV('map', 'catastrophi_level2.csv');
this.load.spritesheet('player', 'spaceman.png', { frameWidth: 16, frameHeight: 16 });
this.load.setBaseURL('https://raw.githubusercontent.com/Anbak98/phaser3/master/public/assets/');
this.load.image('tiles', 'Tilemap.png');
this.load.tilemapCSV('map', 'map.csv');
this.load.spritesheet('player', 'Arrow.png', { frameWidth: 16, frameHeight: 16 });
}
create ()
{
// When loading a CSV map, make sure to specify the tileWidth and tileHeight
this.map = this.make.tilemap({ key: 'map', tileWidth: 16, tileHeight: 16 });
this.map = this.make.tilemap({ key: 'map', tileWidth: 8, tileHeight: 8 });
const tileset = this.map.addTilesetImage('tiles');
const layer = this.map.createLayer(0, tileset, 0, 0);
// This isn't totally accurate, but it'll do for now
this.map.setCollisionBetween(0, 3);
this.anims.create({
key: 'left',
frames: this.anims.generateFrameNumbers('player', { start: 8, end: 9 }),
frames: this.anims.generateFrameNumbers('player', { start: 2, end: 2 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'right',
frames: this.anims.generateFrameNumbers('player', { start: 1, end: 2 }),
frames: this.anims.generateFrameNumbers('player', { start: 3, end: 3 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'up',
frames: this.anims.generateFrameNumbers('player', { start: 11, end: 13 }),
frames: this.anims.generateFrameNumbers('player', { start: 0, end: 0 }),
frameRate: 10,
repeat: -1
});
this.anims.create({
key: 'down',
frames: this.anims.generateFrameNumbers('player', { start: 4, end: 6 }),
frames: this.anims.generateFrameNumbers('player', { start: 1, end: 1 }),
frameRate: 10,
repeat: -1
});
......@@ -66,23 +65,11 @@
this.cameras.main.setBounds(0, 0, this.map.widthInPixels, this.map.heightInPixels);
this.cameras.main.startFollow(this.player);
this.debugGraphics = this.add.graphics();
this.input.keyboard.on('keydown-C', event =>
{
this.showDebug = !this.showDebug;
this.drawDebug();
});
// Debug!!!!
// I do not use this code on Tutorial video
this.cursors = this.input.keyboard.createCursorKeys();
this.helpText = this.add.text(16, 16, this.getHelpMessage(), {
fontSize: '18px',
fill: '#ffffff'
});
this.helpText.setScrollFactor(0);
}
update (time, delta)
......@@ -131,28 +118,7 @@
this.player.anims.stop();
}
}
drawDebug ()
{
this.debugGraphics.clear();
if (this.showDebug)
{
// Pass in null for any of the style options to disable drawing that component
this.map.renderDebug(this.debugGraphics, {
tileColor: null, // Non-colliding tiles
collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles
faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges
});
}
this.helpText.setText(this.getHelpMessage());
}
getHelpMessage ()
{
return `Arrow keys to move.\nPress "C" to toggle debug visuals: ${this.showDebug ? 'on' : 'off'}`;
}
}
const config = {
......
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