Collision commands in and working. Updated sci-fly example. Multiple layers rendering. Mixed tile size on one layer rendering, but collision is grid bound.

This commit is contained in:
photonstorm
2013-12-19 05:09:49 +00:00
parent 4c7a4ebf62
commit 352749e803
5 changed files with 251 additions and 111 deletions
+81 -5
View File
@@ -183,6 +183,20 @@ Phaser.Tilemap.prototype = {
},
// Region? Remove tile from map data?
createSpritesFromTiles: function (layer, tileIndex, key, frame, group) {
if (typeof group === 'undefined') { group = this.game.world; }
},
createGroup: function (layer, parent) {
// Creates a Group based on an objectgroup, with one Sprite per gid entry, using the tilemap image + frame number
// Will only work if image is loaded as spritesheet
},
/**
* Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera.
*
@@ -195,6 +209,8 @@ Phaser.Tilemap.prototype = {
*/
createLayer: function (layer, width, height, group) {
// Add Buffer support for the left of the canvas
if (typeof width === 'undefined') { width = this.game.width; }
if (typeof height === 'undefined') { height = this.game.height; }
if (typeof group === 'undefined') { group = this.game.world; }
@@ -290,15 +306,75 @@ Phaser.Tilemap.prototype = {
},
// TODO - set collision in an area, REMOVE collision
/**
* Sets collision values on a range of tiles in the set.
* Sets collision on all tiles in the given layer, except for the IDs of those in the given array.
*
* @method Phaser.Tileset#setCollisionByIndexRange
* @param {number} start - The first index of the tile on the layer.
* @param {number} stop - The last index of the tile on the layer.
* @method Phaser.Tileset#setCollisionByExclusion
* @param {array} indexes - An array of the tile IDs to not be counted for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollisionByIndexRange: function (start, stop, layer) {
setCollisionByExclusion: function (indexes, layer) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
// Collide everything, except the IDs given in the indexes array
for (var i = 0, len = this.tiles.length; i < len; i++)
{
if (indexes.indexOf(i) === -1)
{
this.setCollisionByIndex(i, layer, false);
}
}
// Now re-calculate interesting faces
this.calculateFaces(layer);
},
/**
* Sets collision the given tile index, or array of tiles indexes.
*
* @method Phaser.Tileset#setCollision
* @param {number|array} indexes - Either a single tile index, or an array of tile IDs to be checked for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollision: function (indexes, layer) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
if (typeof indexes === 'number')
{
return this.setCollisionByIndex(indexes, layer);
}
// Collide all of the IDs given in the indexes array
for (var i = 0, len = indexes.length; i < len; i++)
{
this.setCollisionByIndex(i, layer, false);
}
// Now re-calculate interesting faces
this.calculateFaces(layer);
},
/**
* Sets collision on a range of tiles.
*
* @method Phaser.Tileset#setCollisionBetween
* @param {number} start - The first index of the tile to be set for collision.
* @param {number} stop - The last index of the tile to be set for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollisionBetween: function (start, stop, layer) {
if (start > stop)
{
+58 -62
View File
@@ -477,10 +477,10 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
}
// Convert the pixel values into tile coordinates
this._tx = this.game.math.snapToFloor(x, this.map.tileWidth) / this.map.tileWidth;
this._ty = this.game.math.snapToFloor(y, this.map.tileHeight) / this.map.tileHeight;
this._tw = (this.game.math.snapToCeil(width, this.map.tileWidth) + this.map.tileWidth) / this.map.tileWidth;
this._th = (this.game.math.snapToCeil(height, this.map.tileHeight) + this.map.tileHeight) / this.map.tileHeight;
this._tx = this.game.math.snapToFloor(x, this._cw) / this._cw;
this._ty = this.game.math.snapToFloor(y, this._ch) / this._ch;
this._tw = (this.game.math.snapToCeil(width, this._cw) + this._cw) / this._cw;
this._th = (this.game.math.snapToCeil(height, this._ch) + this._ch) / this._ch;
// This should apply the layer x/y here
this._results.length = 0;
@@ -500,14 +500,14 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
if (collides === false || (collides && _tile.collides))
{
// convert tile coordinates back to camera space for return
var _wx = this._unfixX(wx * this.map.tileWidth) / this.map.tileWidth;
var _wy = this._unfixY(wy * this.map.tileHeight) / this.map.tileHeight;
var _wx = this._unfixX(wx * this._cw) / this._cw;
var _wy = this._unfixY(wy * this._ch) / this._ch;
this._results.push({
x: _wx * this.map.tileWidth,
y: _wy * this.map.tileHeight,
right: (_wx * this.map.tileWidth) + this.map.tileWidth,
bottom: (_wy * this.map.tileHeight) + this.map.tileHeight,
x: _wx * this._cw,
y: _wy * this._ch,
right: (_wx * this._cw) + this._cw,
bottom: (_wy * this._ch) + this._ch,
tile: _tile
});
}
@@ -687,7 +687,7 @@ Phaser.TilemapLayer.prototype.updateMax = function () {
this.dirty = true;
console.log('updateMax', this._maxX, this._maxY, 'px', this.layer.widthInPixels, this.layer.heightInPixels, 'rwh', this.layer.width, this.layer.height);
// console.log('updateMax', this._maxX, this._maxY, 'px', this.layer.widthInPixels, this.layer.heightInPixels, 'rwh', this.layer.width, this.layer.height);
}
@@ -824,8 +824,6 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
this.context.strokeStyle = this.debugColor;
this.context.fillStyle = this.debugFillColor;
var set;
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
{
this._column = this.layer.data[y];
@@ -836,13 +834,11 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
{
set = this.map.tilesets[this.map.tiles[tile.index][2]]
this._tx = Math.floor(this._tx);
if (this.debugFill)
{
this.context.fillRect(this._tx, this._ty, set.tileWidth, set.tileHeight);
this.context.fillRect(this._tx, this._ty, this._cw, this._ch);
}
this.context.beginPath();
@@ -850,25 +846,25 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
if (tile.faceTop)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx + set.tileWidth, this._ty);
this.context.lineTo(this._tx + this._cw, this._ty);
}
if (tile.faceBottom)
{
this.context.moveTo(this._tx, this._ty + set.tileHeight);
this.context.lineTo(this._tx + set.tileWidth, this._ty + set.tileHeight);
this.context.moveTo(this._tx, this._ty + this._ch);
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
}
if (tile.faceLeft)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx, this._ty + set.tileHeight);
this.context.lineTo(this._tx, this._ty + this._ch);
}
if (tile.faceRight)
{
this.context.moveTo(this._tx + set.tileWidth, this._ty);
this.context.lineTo(this._tx + set.tileWidth, this._ty + set.tileHeight);
this.context.moveTo(this._tx + this._cw, this._ty);
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
}
this.context.stroke();
@@ -885,46 +881,6 @@ Phaser.TilemapLayer.prototype.renderDebug = function () {
}
/**
* Returns the absolute delta x value.
* @method Phaser.TilemapLayer#deltaAbsX
* @memberof Phaser.TilemapLayer
* @return {number} Absolute delta X value
*/
// Phaser.TilemapLayer.prototype.deltaAbsX = function () {
// return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
// }
/**
* Returns the absolute delta y value.
* @method Phaser.TilemapLayer#deltaAbsY
* @memberof Phaser.TilemapLayer
* @return {number} Absolute delta Y value
*/
// Phaser.TilemapLayer.prototype.deltaAbsY = function () {
// return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
// }
/**
* Returns the delta x value.
* @method Phaser.TilemapLayer#deltaX
* @memberof Phaser.TilemapLayer
* @return {number} Delta X value
*/
// Phaser.TilemapLayer.prototype.deltaX = function () {
// return this._dx - this._prevX;
// }
/**
* Returns the delta y value.
* @method Phaser.TilemapLayer#deltaY
* @memberof Phaser.TilemapLayer
* @return {number} Delta Y value
*/
// Phaser.TilemapLayer.prototype.deltaY = function () {
// return this._dy - this._prevY;
// }
/**
* @name Phaser.TilemapLayer#scrollX
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
@@ -1006,3 +962,43 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
}
});
/**
* @name Phaser.TilemapLayer#collisionWidth
* @property {number} collisionWidth - The width of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
get: function () {
return this._cw;
},
set: function (value) {
this._cw = value;
this.dirty = true;
}
});
/**
* @name Phaser.TilemapLayer#collisionHeight
* @property {number} collisionHeight - The height of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
get: function () {
return this._ch;
},
set: function (value) {
this._ch = value;
this.dirty = true;
}
});