I have a question about working with isometric maps in Phaser. I need to implement infinite scrolling of the map, so that when the end is reached, it starts from the beginning. I was able to find examples for 2D maps, but they don’t work for 2.5D. I would appreciate any help.
Since I have little experience with Phaser, I may be wrong. But it seems to me that this does not work because with an isometric map, the map is not rectangular but a rhombus
I was just thinking, about this question. And came to this wild idea, disclaimer I didn’t test it yet(because I’m on my phone), but maybe you could create 4x tilemaps/layer(s) and offet them so that they align, and teleport the player and other stuff. if this quadruple amount of data/objects does kill the performance, this might be a “easy” workaround.
I’ve spent a significant amount of time studying how Phaser renders tilemaps and have come to realize that accomplishing this task well is practically impossible. Unfortunately, all the methods I’ve attempted have had a significant negative impact on performance.
I hope this make my “idea” abit more clear, even though the map of the demo is no designed to be wrapped around.
My demo just works when pressing the left arrow and it would have to be tweaked just a bit, so that the cuts aren’t as hard. ( Disclaimer: ya the code is terrible, I just whipped it up in a “few” minutes)
My apologies for the delayed response. I did take a look at your suggestion, and it certainly qualifies as a potential approach to the problem.
However, in my case, this solution is not the most efficient as it has a negative impact on performance.
To address this issue, I’ve implemented a system where I divide the map into sectors. When the camera approaches the edge of the map, I simply shift the opposite sectors forward. This method has proven to be more performance-friendly for my needs.