photonstorm/phaser — pull request #855 by eugenioclrc (2014-05-28 22:45:36+00:00)
Title: Slope map in arcade physics

I have added 3 types of slopes for now, the classic full square, HalfTriangleBottomLeft and HalfTriangleBottomRight

Here is a code demo.

In your create method;
```javascript
// map init
var map = this.add.tilemap('main');
map.addTilesetImage('Kenney 32x32', 'kenney32x32');

// set the collisions, in my map
map.layers.forEach(function(l){
var layer=map.createLayer(l.name);

if(l.name==='collision'){
var firstgid=map.tilesets[map.getTilesetIndex('collision')].firstgid;

l.data.forEach(function(e){
e.forEach(function(t){
if (t.index < 0) {
// none
} else if (t.index - firstgid === 1) {
// full square is by default
} else if (t.index - firstgid === 15) {
t.slope = 'HALF_TRIANGLE_BOTTOM_LEFT';
} else if (t.index - firstgid === 17) {
t.slope = 'HALF_TRIANGLE_BOTTOM_RIGHT';
}
// you could also add custom collide function;
// t.slopeFunction = function (i, body, tile) { custom code }
});
});

var collisionTiles = [];
for(var i=firstgid;i