Removing all reference to 'Tiles' constant in code
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@ -8,8 +8,7 @@ import {ITiledMap} from "../Map/ITiledMap";
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export enum Textures {
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Rock = 'rock',
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Player = 'playerModel',
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Map = 'map',
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Tiles = 'tiles'
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Map = 'map'
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}
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export interface GameSceneInterface extends Phaser.Scene {
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@ -21,21 +20,25 @@ export interface GameSceneInterface extends Phaser.Scene {
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export class GameScene extends Phaser.Scene implements GameSceneInterface{
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GameManager : GameManagerInterface;
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RoomId : string;
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Terrain : Phaser.Tilemaps.Tileset;
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Terrains : Array<Phaser.Tilemaps.Tileset>;
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CurrentPlayer: CurrentGamerInterface;
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MapPlayers : Phaser.Physics.Arcade.Group;
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Map: Phaser.Tilemaps.Tilemap;
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Layers : Array<Phaser.Tilemaps.StaticTilemapLayer>;
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Objects : Array<Phaser.Physics.Arcade.Sprite>;
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tilesetKeys : Array<string>;
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startX = (window.innerWidth / 2) / RESOLUTION;
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startY = (window.innerHeight / 2) / RESOLUTION;
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constructor(RoomId : string, GameManager : GameManagerInterface) {
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super({
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key: "GameScene"
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});
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this.RoomId = RoomId;
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this.GameManager = GameManager;
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this.tilesetKeys = [];
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this.Terrains = [];
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}
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//hook preload scene
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@ -48,6 +51,7 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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map.tilesets.forEach((tileset) => {
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let path = mapUrl.substr(0, mapUrl.lastIndexOf('/'));
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this.load.image(tileset.name, path + '/' + tileset.image);
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this.tilesetKeys.push(tileset.name);
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})
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});
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this.load.tilemapTiledJSON(Textures.Map, mapUrl);
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@ -66,16 +70,17 @@ export class GameScene extends Phaser.Scene implements GameSceneInterface{
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//initalise map
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this.Map = this.add.tilemap("map");
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this.Terrain = this.Map.addTilesetImage("tiles", "tiles");
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this.Map.createStaticLayer("tiles", "tiles");
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this.tilesetKeys.forEach((key: string) => {
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this.Terrains.push(this.Map.addTilesetImage(key, key));
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});
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//permit to set bound collision
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this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels);
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//add layer on map
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this.Layers = new Array<Phaser.Tilemaps.StaticTilemapLayer>();
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this.addLayer( this.Map.createStaticLayer("Calque 1", [this.Terrain], 0, 0).setDepth(-2) );
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this.addLayer( this.Map.createStaticLayer("Calque 2", [this.Terrain], 0, 0).setDepth(-1) );
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this.addLayer( this.Map.createStaticLayer("Calque 1", this.Terrains, 0, 0).setDepth(-2) );
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this.addLayer( this.Map.createStaticLayer("Calque 2", this.Terrains, 0, 0).setDepth(-1) );
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//add entities
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this.Objects = new Array<Phaser.Physics.Arcade.Sprite>();
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