Adding a Tiled map to Phaser and issues with character changing facing

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I've created a Tiled map for a game I'm making in Phaser and despite following a tutorial, I can't seem to get it to load. I'm making the game in javascript using webstorm. The naming of everything seems ok and I'm getting no error pop ups but it's loading only a black background instead of the map.

var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update });
function preload() {

game.load.spritesheet('player', 'res/player_strip8.png', 80 , 190);
game.load.spritesheet('player-right', 'res/player_right.png');
game.load.spritesheet('player-left', 'res/player_left.png');
game.load.tilemap('map', 'res/Game_map.json', null, Phaser.Tilemap.TILED_JSON);
game.load.image('tiles', 'res/back-ground.png');}

var map;
var tileset;
var layer;
var player;
var facing = 'left';

function create() {
map = game.add.tilemap('map');
//game.stage.backgroundColor = '#00FFFF';
game.physics.startSystem(Phaser.Physics.ARCADE);

   players = game.add.group();
players.enableBody = true;
createPlayer("");

map.addTilesetImage('Back-ground', 'tiles');
groundLayer = map.createLayer('GroundLayer');

Cursors = game.input.keyboard.createCursorKeys();
}
function update() {
playerUpdate();
}
function createPlayer(x,y){
var player = players.create(0,0,'player-right');
player.body.bounce.y = 0.5;
player.body.gravity.y = 300;
player.body.collideWorldBounds = true;
}
function playerUpdate(){
game.physics.arcade.collide(players, players);

players.forEach(function (p) {
    p.body.velocity.x = 0;
    if(Cursors.left.isDown){
       //players.create('player-left');
        //players.animation('left')
        p.body.velocity.x = -150;
        //player = players.create(0,0,'player-left');
    } else if (Cursors.right.isDown){
       //players.create('player-right');
        //players.animation('right')
        p.body.velocity.x = 150
       // player = players.create(0,0,'player-right');
    }
    if (Cursors.up.isDown && p.body.touching.down  ){
        p.body.velocity.y = -350
    }
})
}
function createPlatform() {
}
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