Closed rosshadden closed 9 years ago
It turns out this is because Phaser starts tile positions from the top-left, and Tiled starts them from the bottom-left. Thus an adjustment needs to be made.
Fixed the coordinate offset, but now since there are solid buildings on top of the warp tiles the physics bodies don't overlap.
Right now, exiting buildings spawns the player on the warp tile to enter the building, preventing them from being able to exit. I'm temporarily working around this by making the warp targets go one more tile south, but this is not a real solution.
I suspect this may be fixed (or at least affected) when we migrate to Phaser's collision system instead of a custom one I built from scratch.