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🥧 phaser-isometric-engine

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🚀 Getting Started

git clone https://github.com/FelipeIzolan/phaser-isometric-engine.git
cd phaser-isometric-engine
npm i && npm start
  • Configure the canvas in main.ts.
  • Configure the static's field inside grid in grid.ts .
  • Add tiles and objects sprites in public/tiles and public/objects.
  • Load and create tiles and objects in game.ts.

📄 Documentation

Grid

tile_id: number //<- Tile id counter.
object_id: number //<- Object id counter.

anims: Set<string> //<- Set of sprites that has animation.
offsets: Map<string, number> //<- Y-offset Map of objects-sprite.

loadTile(src: string, fw?: number, fh?: number) //<- Load the entire sprite or a frame of the sprite. (Tile)
loadObject(src: string, fw?: number, fh?: number) //<- Load the entire sprite or a frame of the sprite. (Object)

create() //<- Create the tiles on the grid.
createTileAnim(id: number, framerate?: number, repeat?: number, repeat_delay?: number) //<- Create an animation. (Tile)
createObjectAnim(id: number, framerate?: number, repeat?: number, repeat_delay?: number) //<- Create an animation. (Object)

getTile(x: number, y: number) //<- Get tile by x and y.
getTileByCartPos(x: number, y: number): Tile | null //<- Get tile by cartesian position.
getTileByIsoPos(x: number, y: number): Tile | null //<- Get tile by isometric position.

// Look engine/types.ts
setTile(x: number, y: number, tile: OptionalTileSetter) //<- Set tile.
setGrid(tiles: OptionalTileSetter[][]) //<- Set grid.

Tile

x: number //<- Grid tile x.
y: number //<- Grid tile y.
z: number //<- Grid tile z.
object: number | null //<- Grid tile object.

worldX: number //<- Tile world position x.
worldY: number //<- Tile world position y.
depth: number //<- Tile depth.

setTile(id: number) //<- Set tile by id.
setObject(id: number) //<- Set object by id.
set(setter: OptionalTileSetter) //<- Set (or not) a tile and object.

📜 License

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