![]() In the last page you can set some options, like the base class name (other than Phaser.Group) or the code format (JavaScript 5, JavaScript 6 or TypeScript). The first two pages, like in the other Canvas wizards, are about to select the container folder and container asset pack section. To create a group prefab select in the main menu the File → New → Group Prefab File option. constructor = Tree /* - end generated code - */ // - user code here. ![]() */ function DemoState () /** Phaser.Group */ var Tree_proto = Object. - user code here - /* - start generated code - */ // Generated by Phaser Editor v1.4.0 (Phaser v2.6.2) /** * DemoState. Read in Zenva GameDev Academy Make a Mario-Style Platformer with the Phaser Editor Note that in a game distribution only the Level.js file is needed since Level.canvas is only for design purpose. The Level.js file is compiled from the Level.canvas file and contains all the Phaser code that creates the real scene. The Level.canvas file contains the objects of the scene and uses a custom Phaser Editor format. When you create a scene (let’s say one named Level) you get two files: Level.canvas and Level.js. This method has the advantage that the user can read and understand what is behind the scene and like in other tools provided in Phaser Editor, the developer can learn Phaser or reuse his current Phaser learnings. It is not like other tools like Tiled that uses a custom format to represent the layout and properties of the objects, else it compiles to a code that mimics what a developer can write with his “own hands”. These Phaser classes contain the code that creates the objects of the game world. There are three types of Canvas files: states (compiled to a Phaser.State code), sprite prefabs (compiled to Phaser.Sprite code) and group prefabs (compiled to`Phaser.Group` code). The scenes are compiled to Phaser code, in JavaScript or TypeScript. With this tool, you can create a level or the prefabs (reusable objects) of the game, layout sprites and edit object properties like transformation, physics body, and animation. Dynamic creation of group prefab objectsĬanvas is a visual (WYSIWYG) game level/object editor for Phaser.Dynamic creation of sprite prefab objects.Ideally, it’ll be like drawing rectangles out of tiles, changing the tiles that are in the range of the rect, accomplished using the getTilesWithinShape function which takes in a rect.Įxport class GameScene extends Phaser. ![]() I tried to use that code to my advantage, but have found the logic difficult to understand. The example above clones each point clicked, p1 and p2 with its own x and y cooardinates. I’ve managed to get the tiles to draw starting startX and startY at 0, which is not being controlled by the user yet, while the endX and endY follow the pointer. Apologies if my description sounds difficult to understand. The logic behind implementing such a feature eludes me, and am spending a lot of time wrangling with code, but progressing very little. By the second mouse press, a square is drawn and has gone back to the previous state, ready to be used again. I can make a square shape, but it does not retain the previous tiles, which I would like it to do, preferably with a mouse press. …but I want to see the tiles change based on its range of the rectangle, like something you’d see in god games, ala Theme Hospital or Sim City. This phaser 3 example does something similar… I’ve been wanting to develop a feature, where a user can draw tiles in the shape of rectangles, by using the method (or justDown). ![]()
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