Reworking the junkmap

This commit is contained in:
2014-06-12 22:09:23 -07:00
parent 884124f75c
commit 6eeb1be853

View File

@@ -772,20 +772,20 @@ GameState.prototype.preload = function()
var s = moonlightSettings['spritesheets'][k] var s = moonlightSettings['spritesheets'][k]
game.load.spritesheet(s['name'], s['path'], s['width'], s['height'], s['frames']) game.load.spritesheet(s['name'], s['path'], s['width'], s['height'], s['frames'])
} }
this.load.tilemap('map', this.load.tilemap('map',
moonlightSettings['map']['path'], moonlightSettings['map']['path'],
null, null,
Phaser.Tilemap.TILED_JSON); Phaser.Tilemap.TILED_JSON);
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
map.addTilesetImage(ts['name']);
}
} }
GameState.prototype.create = function() GameState.prototype.create = function()
{ {
map = this.add.tilemap('map'); map = this.add.tilemap('map');
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
map.addTilesetImage(ts['name']);
}
this.map_collision_layers = []; this.map_collision_layers = [];
for (var ln in moonlightSettings['map']['layers']) { for (var ln in moonlightSettings['map']['layers']) {