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  117. <section id="tilemap">
  118. <h1>Tilemap<a class="headerlink" href="#tilemap" title="Link to this heading"></a></h1>
  119. <p>The <a class="reference external" href="tilemap-object.html">Tilemap</a> is a built-in <a class="reference external" href="https://phaser.io">Phaser</a> type: <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Tilemaps.Tilemap.html">Phaser.Tilemaps.Tilemap</a>. It is not a display object, it just stores the data of the maps. The display maps are added to the scene using <a class="reference external" href="tilemap-layer-object.html">TilemapLayer objects</a>.</p>
  120. <p>The <a class="reference external" href="../scene-editor/index.html">Scene Editor</a> only supports maps created by <a class="reference external" href="https:://www.mapeditor.org">Tiled</a> (the popular third-party tool) with the <a class="reference external" href="https://doc.mapeditor.org/en/stable/manual/export/#json">JSON format</a>. Since Phaser v3.50, the following map orientations are supported: Orthogonal, Isometric, Hexagonal, and Staggered.</p>
  121. <p>This is the workflow:</p>
  122. <ul class="simple">
  123. <li><p>Create a map with <a class="reference external" href="https:://www.mapeditor.org">Tiled</a>.</p></li>
  124. <li><p>Export the map using the JSON format.</p></li>
  125. <li><p>Import the map (and the tileset images) into <a class="reference external" href="https://phasereditor2d.com">Phaser Editor 2D</a> using the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>.</p></li>
  126. <li><p>Create a <a class="reference external" href="tilemap-object.html">Tilemap</a> object (and <a class="reference external" href="tilemap-layer-object.html">TilemapLayer objects</a>) in the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a>.</p></li>
  127. </ul>
  128. <p>To create a <a class="reference external" href="tilemap-object.html">Tilemap</a> object, you can drag the <strong>Tilemap</strong> element from the <a class="reference external" href="blocks-view-integration.html">Blocks view</a> and drop it into the scene:</p>
  129. <img alt="Drop Tilemap type into the scene." src="../_images/scene-editor-add-tilemap-1-10152020.webp" />
  130. <p>Immediately, it shows a wizard to configure the Tilemap. This wizard shows three pages:</p>
  131. <ul class="simple">
  132. <li><p>A page to select the tilemap key (defined in the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>).</p></li>
  133. <li><p>A page to assign the images to the tilesets of the tilemap.</p></li>
  134. <li><p>A page to select a tilemap layer to be created together with the tilemap. But this one is optional.</p></li>
  135. </ul>
  136. <p>The first step is to select the <strong>Tilemap Key</strong>. It is the same key you used to import the <a class="reference external" href="https:://www.mapeditor.org">Tiled</a> JSON map in the <a class="reference external" href="../asset-pack-editor/index.html">Asset Pack Editor</a>:</p>
  137. <img alt="Select the tilemap key." src="../_images/scene-editor-add-tilemap-2-10152020.webp" />
  138. <p>Then, the wizard shows the name of the tilesets, and you have to select the image for each tileset. Select a tileset and click on the <strong>Set Tileset Image</strong> button. It opens a dialog with all the images (and sprite-sheets) defined in the Asset Pack files. Also, you can double click on the tileset name to open the dialog:</p>
  139. <img alt="It shows the name of the tilesets." src="../_images/scene-editor-add-tilemap-3-10152020.webp" />
  140. <img alt="Select the image for each tileset." src="../_images/scene-editor-add-tilemap-4-10152020.webp" />
  141. <p>When all the tileset images are set, the <strong>Finish</strong> button is enabled. Click on it to finish the process. Or you can continue to the next page to select a Tilemap Layer. In that case, a new Tilemap and <a class="reference external" href="tilemap-layer-object.html">Tilemap Layer</a> are created.</p>
  142. <img alt="Select the image for each tileset." src="../_images/scene-editor-add-tilemap-5-10152020.webp" />
  143. <p>Because a <a class="reference external" href="tilemap-object.html">Tilemap</a> is not a display object, it is not shown in the scene, else in the <a class="reference external" href="../workbench/outline-view.html">Outline view</a>, together with the tilesets:</p>
  144. <img alt="Tilemap object in the Outline view." src="../_images/scene-editor-tilemap-outline-10152020.webp" />
  145. <p>When you select a <a class="reference external" href="tilemap-object.html">Tilemap</a>, the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a> shows some of its properties:</p>
  146. <img alt="Tilemap properties." src="../_images/scene-editor-tilemap-properties-10152020.webp" />
  147. <p>Also, if you select the tileset the <a class="reference external" href="../workbench/inspector-view.html">Inspector view</a> show its properties and the option to change the associated image:</p>
  148. <img alt="../_images/scene-editor-tileset-image-property-10152020.webp" src="../_images/scene-editor-tileset-image-property-10152020.webp" />
  149. <p><a class="reference external" href="tilemap-object.html">Tilemap</a> objects are code-generated by the <a class="reference external" href="../scene-editor/scene-compiler.html">scene compiler</a> using the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.GameObjects.GameObjectFactory.html#tilemap__anchor">tilemap</a> factory . And the tileset images are created using the <a class="reference external" href="https://photonstorm.github.io/phaser3-docs/Phaser.Tilemaps.Tilemap.html#addTilesetImage__anchor">Tilemap.addTilesetImage</a> method:</p>
  150. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="c1">// super_mario_1</span>
  151. <span class="kd">const</span><span class="w"> </span><span class="nx">super_mario_1</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="k">this</span><span class="p">.</span><span class="nx">add</span><span class="p">.</span><span class="nx">tilemap</span><span class="p">(</span><span class="s2">&quot;super-mario_1&quot;</span><span class="p">);</span>
  152. <span class="nx">super_mario_1</span><span class="p">.</span><span class="nx">addTilesetImage</span><span class="p">(</span><span class="s2">&quot;SuperMarioBros-World1-1&quot;</span><span class="p">,</span><span class="w"> </span><span class="s2">&quot;super-mario&quot;</span><span class="p">);</span>
  153. </pre></div>
  154. </div>
  155. <p>By default, a <a class="reference external" href="tilemap-object.html">Tilemap</a> is created with a <a class="reference external" href="variable-properties.html#scope-property">Class-scope</a>. It means, a field code is generated to reference the object, so you can manually configure other aspects of the map or manually create the layers:</p>
  156. <div class="highlight-javascript notranslate"><div class="highlight"><pre><span></span><span class="k">this</span><span class="p">.</span><span class="nx">super_mario_1</span><span class="w"> </span><span class="o">=</span><span class="w"> </span><span class="nx">super_mario_1</span><span class="p">;</span>
  157. </pre></div>
  158. </div>
  159. <p>However, for creating the layers, you have the <a class="reference external" href="tilemap-layer-object.html">TilemapLayer objects</a> support in the <a class="reference external" href="../scene-editor/index.html">Scene Editor</a>, which is explained in the next section.</p>
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