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englercj avatar englercj commented on May 24, 2024

Cool thoughts, I think this seems reasonable.

As far as testing I generally use this set of test Tiled maps: https://github.com/englercj/phaser-tiled-tests

It seems that this was originally based on Phaser's Tilemap implementation, and it seems to still have some leftover code.

Less based on, and more "trying to emulate". I think I will abandon that in v3 because it causes a lot of confusion and isn't really helpful.

For instance, I'm not sure what the Tile class is doing.

Not much, it was used previously but I forgot to remove it in recent versions :P

is the general thinking to support Tiled maps + additional features, or to be a general Tiling engine that happens to support Tiled maps?

Great question, I think I have been going with Tiled maps + additional features. Generally it is more specifically: Tiled maps with extra property support to be able to configure Phaser features from within Tiled.

I'm planning v3 which will remove the "sprite-per-tile" mentality in favor of a custom renderer for each type. A single shader for webgl and some custom tile placement for canvas (probably similar to current method but with some buffers). Also will abandon the "drop in replacement for built-in phaser tilemaps" and just do a better API that makes more sense for this plugin and its use-case.

from phaser-tiled.

MannyC avatar MannyC commented on May 24, 2024

That's great. I'll write more as things move along/I investigate more.

from phaser-tiled.

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