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- var loader = {
- preload : function(){
- // loading map tiles
- game.phaser.load.image('map_t1', '/images/maps/desert1/t1.png');
- game.phaser.load.image('map_n1', '/images/maps/desert1/n1.png');
- game.phaser.load.image('map_e2', '/images/maps/desert1/e2.png');
- game.phaser.load.image('map_o1', '/images/maps/desert1/o1.png');
- game.phaser.load.image('map_e3', '/images/maps/desert1/e3.png');
- game.phaser.load.image('map_s1', '/images/maps/desert1/s1.png');
- game.phaser.load.image('map_e4', '/images/maps/desert1/e4.png');
- game.phaser.load.image('map_w1', '/images/maps/desert1/w1.png');
- game.phaser.load.image('map_e1', '/images/maps/desert1/e1.png');
- game.phaser.load.image('map_i1', '/images/maps/desert1/i1.png');
- game.phaser.load.image('map_i2', '/images/maps/desert1/i2.png');
- game.phaser.load.image('map_i3', '/images/maps/desert1/i3.png');
- game.phaser.load.image('map_i4', '/images/maps/desert1/i4.png');
- game.phaser.load.image('map_em', '/images/maps/desert1/empty.png');
- //water tiles
- game.phaser.load.image('map_wa1', '/images/maps/desert1/wa1.png');
- game.phaser.load.image('map_wa2', '/images/maps/desert1/wa2.png');
- game.phaser.load.image('map_wa3', '/images/maps/desert1/wa3.png');
- game.phaser.load.image('map_wa4', '/images/maps/desert1/wa4.png');
- game.phaser.load.image('map_wa5', '/images/maps/desert1/wa5.png');
- game.phaser.load.image('map_wa6', '/images/maps/desert1/wa6.png');
- game.phaser.load.image('map_wa7', '/images/maps/desert1/wa7.png');
- }
- }
- var map = {
- create : function(){
- // Creates a blank tilemap
- game.phaser.map = game.phaser.add.tilemap();
- // Add a Tileset image to the map
- game.phaser.map.addTilesetImage('map_t1');
- game.phaser.map.addTilesetImage('map_n1');
- game.phaser.map.addTilesetImage('map_e2');
- game.phaser.map.addTilesetImage('map_o1');
- game.phaser.map.addTilesetImage('map_e3');
- game.phaser.map.addTilesetImage('map_s1');
- game.phaser.map.addTilesetImage('map_e4');
- game.phaser.map.addTilesetImage('map_w1');
- game.phaser.map.addTilesetImage('map_e1');
- game.phaser.map.addTilesetImage('map_i1');
- game.phaser.map.addTilesetImage('map_i2');
- game.phaser.map.addTilesetImage('map_i3');
- game.phaser.map.addTilesetImage('map_i4');
- game.phaser.map.addTilesetImage('map_wa1');
- // Creates a new blank layer and sets the map dimensions.
- game.phaser.ground = game.phaser.map.create('layer0', map.width, map.height, map.grid);
- // Resize the world
- game.phaser.ground.resizeWorld();
- game.phaser.ground.layer0 = game.phaser.add.group();
- game.phaser.ground.layer1 = game.phaser.add.group();
- for(var y = 0; y<map.height; y++){
- for(var x = 0; x<map.width; x++){
- var mapSprite = map.map[y][x];
- if (mapSprite.shore){
- game.phaser.ground.layer1.create(x*map.grid, y*map.grid,
- map.getMapShoreSprite(mapSprite.shore));
- game.phaser.ground.layer0.create(x*map.grid, y*map.grid, 'map_wa1');
- } else if(mapSprite.land == 1){
- game.phaser.ground.layer1.create(x*map.grid, y*map.grid, 'map_t1');
- }
- else {
- game.phaser.ground.layer0.create(x*map.grid, y*map.grid, 'map_wa1');
- }
- }
- }
- },
- getMapShoreSprite : function() {
- //.. just gets the right tilenames
- }
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