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【Phaser3入門】Tilemap

updated 2021-8-3

Phaser3について

前の記事で軽くまとめているのでこちらを読んでみてください
Phaser3 入門
Phaser3 入門 ゲームの作成

タイルマップ作成

ゲームが小さければ直接phaserのコード内に書けば良さそうですが、
ちゃんとしたゲームを作ろうとなるとそうはいかないので
Tiledと言うレベルエディタを使って作成することを前提に考えます

Tiledで作成したマップはこんな感じです
Tiledのversionは1.4.3

sample.json
{
  "compressionlevel": -1,
  "height": 20,
  "infinite": false,
  "layers": [
    {
      "data": [
        0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,0,0,0,0,0,0,9,9,0,0,0,0,0,0,0,9,9,9,0,0,0,0,0,0,0,9,9,9,9,0,0,0,0,0,9,9,9,9,9,0,0,0,0,0,9,9,9,9,9,9,0,0,0,0,9,9,9,9,9,0,0,0,0,0,0,9,9,9,9,0,0,0,0,0,0,9,9,9,0,0,0,0,0,0,0,0,9,9,0,0,0,0,0,0,0,0,9,0,0,0,0,0
      ],
      "height": 20,
      "id": 1,
      "name": "floor",
      "opacity": 1,
      "type": "tilelayer",
      "visible": true,
      "width": 10,
      "x": 0,
      "y": 0
    },
    {
      "id": 3,
      "layers": [
        {
          "data": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,13,0,0,0,0,0,0,13,0,13,0,0,0,0,0,0,0,0,13,13,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
          ],
          "height": 20,
          "id": 2,
          "name": "1f",
          "opacity": 1,
          "type": "tilelayer",
          "visible": true,
          "width": 10,
          "x": 0,
          "y": 0
        },
        {
          "data": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,13,0,0,0,0,0,0,13,0,13,0,0,0,0,0,0,0,0,13,13,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
          ],
          "height": 20,
          "id": 4,
          "name": "2f",
          "opacity": 1,
          "type": "tilelayer",
          "visible": true,
          "width": 10,
          "x": 0,
          "y": 0
        },
        {
          "data": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,13,0,0,13,0,0,0,0,0,0,13,0,13,0,0,0,0,0,0,0,0,13,13,0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
          ],
          "height": 20,
          "id": 5,
          "name": "3f",
          "opacity": 1,
          "type": "tilelayer",
          "visible": true,
          "width": 10,
          "x": 0,
          "y": 0
        },
        {
          "data": [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,14,0,0,14,0,0,0,0,0,0,14,0,14,0,0,0,0,0,0,0,0,14,14,0,0,0,0,0,0,0,0,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
          ],
          "height": 20,
          "id": 6,
          "name": "4f",
          "opacity": 1,
          "type": "tilelayer",
          "visible": true,
          "width": 10,
          "x": 0,
          "y": 0
        },
        {
          "data": [0,0,0,0,0,0,0,0,0,0,0,0,0,14,14,14,0,0,0,0,0,0,0,14,14,14,14,0,0,0,0,0,0,14,14,14,0,0,0,0,0,0,0,0,14,14,0,0,0,0,0,0,0,0,14,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
          ],
          "height": 20,
          "id": 7,
          "name": "5f",
          "opacity": 1,
          "type": "tilelayer",
          "visible": true,
          "width": 10,
          "x": 0,
          "y": 0
        }
      ],
      "name": "object",
      "opacity": 1,
      "type": "group",
      "visible": true,
      "x": 0,
      "y": 0
    }
  ],
  "nextlayerid": 11,
  "nextobjectid": 1,
  "orientation": "staggered",
  "renderorder": "right-down",
  "staggeraxis": "y",
  "staggerindex": "odd",
  "tiledversion": "1.4.3",
  "tileheight": 16,
  "tilesets": [
    {
      "columns": 5,
      "firstgid": 1,
      "image": "floor.png",
      "imageheight": 160,
      "imagewidth": 160,
      "margin": 0,
      "name": "floor",
      "spacing": 0,
      "tilecount": 25,
      "tileheight": 32,
      "tiles": [
        {
          "id": 0,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 1,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 2,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 3,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 4,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 5,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 6,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 7,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 8,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 9,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 11,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 12,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 13,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        },
        {
          "id": 14,
          "properties": [
            { "name": "collision", "type": "string", "value": "true" }
          ]
        }
      ],
      "tilewidth": 32,
      "transparentcolor": "#000000"
    },
    {
      "columns": 8,
      "firstgid": 26,
      "image": "decoration.png",
      "imageheight": 256,
      "imagewidth": 256,
      "margin": 0,
      "name": "decoration",
      "spacing": 0,
      "tilecount": 64,
      "tileheight": 32,
      "tilewidth": 32,
      "transparentcolor": "#000000"
    }
  ],
  "tilewidth": 32,
  "type": "map",
  "version": 1.4,
  "width": 10
}

Tiled sample

素材作り中の画像なのでちょっとアレ
collisionがすでに設定されているのだけれど
tilesetの設定の左下にある+から設定できる

renderDubug

renderDubug

タイルマップを読み込む

Viteを使ったボイラープレートを使って

index.tsに新しくシーンを追加する

import Phaser from 'phaser';
import config from './config';

import Labo from "./scenes/Labo";

new Phaser.Game(
  Object.assign(config, {
    scene: [
      Labo,
    ]
  })
);
config.ts
import Phaser from 'phaser';

export default {
  type: Phaser.AUTO,
  parent: 'game',
  backgroundColor: '#333',
  scale: {
    width: 320,
    height: 200,
    mode: Phaser.Scale.FIT,
    autoCenter: Phaser.Scale.CENTER_BOTH
  },
  physics: {
    default: "arcade", // "arcade", "impact", "matter"
  },
};

src/scenesの中にLabo.tsを作成してマップを読み込む

import Phaser from "phaser";

export default class Labo extends Phaser.Scene {
    constructor() {
        super({key: "Labo"});
    }

    preload(): void {
        this.load.tilemapTiledJSON("map", "assets/tiles/sample.json");
        this.load.image("floor", "assets/tiles/floor.png");
    }
}

createStaticLayerと言う関数を用いている記事が多いが、
3.52.0では廃止になっていたのでcreateLayerを使っている

使えそうなプロパティや関数

TilemapLayer

culledTilesカメラ内にあり表示されるタイル
cullPaddingXカメラ内に表示するタイルから余計に表示するタイル数(横)
cullPaddingYカメラ内に表示するタイルから余計に表示するタイル数(縦)
setCullPadding余計に表示するタイル数を設定する、デフォルトは1
setCollisionByPropertyプロパティに{collides:true}を持たせると衝突判定してくれるようになる
setDepthz軸の値を設定できる

斜めのタイルマップだと端の方のタイルが消えちゃったのでsetCullPaddingで設定してあげた

起きた問題

デバッグが表示されない

renderDebugの中身をみてみた

/**
 * Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
 * get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
 * are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
 * wherever you want on the screen.
 *
 * @method Phaser.Tilemaps.TilemapLayer#renderDebug
 * @since 3.50.0
 *
 * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
 * @param {Phaser.Types.Tilemaps.StyleConfig} [styleConfig] - An object specifying the colors to use for the debug drawing.
 *
 * @return {this} This Tilemap Layer object.
 */
renderDebug: function (graphics, styleConfig)
{
    TilemapComponents.RenderDebug(graphics, styleConfig, this.layer)
    return this;
},

TilemapComponentsRenderDebugを呼んでいる

TimemapComponents.RenderDebug
/**
 * @author       Richard Davey <[email protected]>
 * @copyright    2020 Photon Storm Ltd.
 * @license      {@link https://opensource.org/licenses/MIT|MIT License}
 */

var GetTilesWithin = require('./GetTilesWithin');
var Color = require('../../display/color');

var defaultTileColor = new Color(105, 210, 231, 150);
var defaultCollidingTileColor = new Color(243, 134, 48, 200);
var defaultFaceColor = new Color(40, 39, 37, 150);

/**
 * Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
 * get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
 * are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
 * wherever you want on the screen.
 *
 * @function Phaser.Tilemaps.Components.RenderDebug
 * @since 3.0.0
 *
 * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
 * @param {Phaser.Types.Tilemaps.DebugStyleOptions} styleConfig - An object specifying the colors to use for the debug drawing.
 * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
 */
var RenderDebug = function (graphics, styleConfig, layer)
{
    if (styleConfig === undefined) { styleConfig = {}; }

    // Default colors without needlessly creating Color objects
    var tileColor = (styleConfig.tileColor !== undefined) ? styleConfig.tileColor : defaultTileColor;
    var collidingTileColor = (styleConfig.collidingTileColor !== undefined) ? styleConfig.collidingTileColor : defaultCollidingTileColor;
    var faceColor = (styleConfig.faceColor !== undefined) ? styleConfig.faceColor : defaultFaceColor;

    var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer);

    graphics.translateCanvas(layer.tilemapLayer.x, layer.tilemapLayer.y);
    graphics.scaleCanvas(layer.tilemapLayer.scaleX, layer.tilemapLayer.scaleY);

    for (var i = 0; i < tiles.length; i++)
    {
        var tile = tiles[i];

        var tw = tile.width;
        var th = tile.height;
        var x = tile.pixelX;
        var y = tile.pixelY;

        var color = tile.collides ? collidingTileColor : tileColor;

        if (color !== null)
        {
            graphics.fillStyle(color.color, color.alpha / 255);
            graphics.fillRect(x, y, tw, th);
        }

        // Inset the face line to prevent neighboring tile's lines from overlapping
        x += 1;
        y += 1;
        tw -= 2;
        th -= 2;

        if (faceColor !== null)
        {
            graphics.lineStyle(1, faceColor.color, faceColor.alpha / 255);

            if (tile.faceTop) { graphics.lineBetween(x, y, x + tw, y); }
            if (tile.faceRight) { graphics.lineBetween(x + tw, y, x + tw, y + th); }
            if (tile.faceBottom) { graphics.lineBetween(x, y + th, x + tw, y + th); }
            if (tile.faceLeft) { graphics.lineBetween(x, y, x, y + th); }
        }
    }
};

module.exports = RenderDebug;

10行目を見ると初期カラーなどは設定しなくても良さそう
canvasの図形を描くgraphicsに対象のx,y座標を与えて大きさを合わせたり外線を引いてる レイヤーを引数にしているから、レイヤーごとにデバッグしてやらないといけないのか?

そう考えてコンソールに出してみたら最後によんだレイヤーが表示された
レイヤーを呼んでいるループ内でレンダリングしてやらないとダメみたい
map.createLayer()を呼んでいるループ内でmap.layerは複数レイヤのそれぞれが表示される

tilemapLayerlayerプロパティを持っていたなと思い、renderDebugを渡してみた

// debug
let debugGraphics = this.add.graphics().setAlpha(.7).setDepth(20);
this.add.existing(debugGraphics);
debugGraphics.clear();
map.getTileLayerNames().forEach((name) => {
    if (map.getLayer(name)) {
        map.getLayer(name).tilemapLayer.renderDebug(debugGraphics, {
            tileColor: new Phaser.Display.Color(105, 210, 231, 255),
            collidingTileColor: new Phaser.Display.Color(243, 134, 48, 255),
            faceColor: new Phaser.Display.Color(40, 39, 37, 255),
        });
    }
});

renderDubug

これで表示された
ループ文の回し方が雑なので修正した方が良い感じ
斜めの衝突判定に使うにはちょっと粗いな

結論

mapが複数レイヤーある時にはレイヤーごとにrenderDebugが必要

参考

【公式】ニュース SetCollisionByProperty
【Codepen】 Tiledのマップを使ったデモ