Reworking the junkmap

This commit is contained in:
2014-06-12 22:10:12 -07:00
parent 6eeb1be853
commit 40bb8f5840

View File

@@ -773,27 +773,27 @@ GameState.prototype.preload = function()
game.load.spritesheet(s['name'], s['path'], s['width'], s['height'], s['frames'])
}
this.map = this.add.tilemap('map');
this.load.tilemap('map',
moonlightSettings['map']['path'],
null,
Phaser.Tilemap.TILED_JSON);
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
map.addTilesetImage(ts['name']);
this.map.addTilesetImage(ts['name']);
}
}
GameState.prototype.create = function()
{
map = this.add.tilemap('map');
this.map_collision_layers = [];
for (var ln in moonlightSettings['map']['layers']) {
console.log("Preparing layer " + ln);
lp = moonlightSettings['map']['layers'][ln];
layer = map.createLayer(ln);
layer = this.map.createLayer(ln);
console.log("Setting collisions on " + ln);
map.setCollisionBetween(
this.map.setCollisionBetween(
lp['collisionBetween'][0],
lp['collisionBetween'][1],
lp['collides']