diff options
Diffstat (limited to 'client/src/akkamon/scenes/DemoScene.ts')
| -rw-r--r-- | client/src/akkamon/scenes/DemoScene.ts | 33 |
1 files changed, 1 insertions, 32 deletions
diff --git a/client/src/akkamon/scenes/DemoScene.ts b/client/src/akkamon/scenes/DemoScene.ts index b9a230a..66da72f 100644 --- a/client/src/akkamon/scenes/DemoScene.ts +++ b/client/src/akkamon/scenes/DemoScene.ts @@ -11,38 +11,7 @@ export class DemoScene extends AkkamonWorldScene create () { - this.map = this.make.tilemap({ key: "map" }); - // Parameters are the name you gave the tileset in Tiled and then the key of the tileset image in - // Phaser's cache (i.e. the name you used in preload) - const tileset = this.map.addTilesetImage("akkamon-demo-extruded", "tiles"); - // Parameters: layer name (or index) from Tiled, tileset, x, y - const belowLayer = this.map.createLayer("Below Player", tileset, 0, 0); - const worldLayer = this.map.createLayer("World", tileset, 0, 0); - const aboveLayer = this.map.createLayer("Above Player", tileset, 0, 0); - // By default, everything gets depth sorted on the screen in the order we created things. Here, we - // want the "Above Player" layer to sit on top of the player, so we explicitly give it a depth. - // Higher depths will sit on top of lower depth objects. - aboveLayer.setDepth(10); - - this.spawnPoint = this.map.findObject("Objects", obj => obj.name === "Spawn Point"); - - var tilePos = new Phaser.Math.Vector2( - Math.floor(this.spawnPoint.x! / AkkamonWorldScene.TILE_SIZE), - Math.floor(this.spawnPoint.y! / AkkamonWorldScene.TILE_SIZE), - ); - this.spawnPointTilePos = tilePos; - - this.client.requestInitPlayerSprite( - this - ); - - let akey = this.input.keyboard.addKey('a'); - akey.on('down', () => { - this.input.keyboard.enabled = false; - this.eventsCenter.emit('open-menu'); - // this.client.disableGridControls(); - }); - + super.create("map", "akkamon-demo-extruded"); } |
