Reworking the junkmap

This commit is contained in:
2014-06-12 22:11:16 -07:00
parent 40bb8f5840
commit 88af3f0c1e

View File

@@ -773,19 +773,20 @@ 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];
this.map.addTilesetImage(ts['name']);
}
}
GameState.prototype.create = function()
{
this.map = this.add.tilemap('map');
for (var k in moonlightSettings['map']['tilesets']) {
var ts = moonlightSettings['map']['tilesets'][k];
this.map.addTilesetImage(ts['name']);
}
this.map_collision_layers = [];
for (var ln in moonlightSettings['map']['layers']) {