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More tilemap examples
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@@ -45,6 +45,8 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
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this.tileWidth = 0;
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this.tileHeight = 0;
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this.tileMargin = 0;
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this.tileSpacing = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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@@ -143,6 +145,7 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
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this.tilemap = null;
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this.layer = null;
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this.index = 0;
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this._x = 0;
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this._y = 0;
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@@ -199,6 +202,8 @@ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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this.tileMargin = this.tileset.tileMargin;
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this.tileSpacing = this.tileset.tileSpacing;
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this.updateMax();
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@@ -215,11 +220,50 @@ Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
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{
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layer];
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this.index = layer;
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this.updateMax();
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this.tilemap.dirty = true;
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}
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}
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/**
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* Convert a pixel value to a tile coordinate.
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* @param {number} x - X position of the point in target tile.
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* @param {number} [layer] - layer of this tile located.
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* @return {number} The tile with specific properties.
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*/
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Phaser.TilemapLayer.prototype.getTileX = function (x) {
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var tileWidth = this.tileWidth * this.scale.x;
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return this.game.math.snapToFloor(x, tileWidth) / tileWidth;
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}
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/**
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* Convert a pixel value to a tile coordinate.
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* @param {number} x - X position of the point in target tile.
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* @param {number} [layer] - layer of this tile located.
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* @return {number} The tile with specific properties.
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*/
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Phaser.TilemapLayer.prototype.getTileY = function (y) {
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var tileHeight = this.tileHeight * this.scale.y;
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return this.game.math.snapToFloor(y, tileHeight) / tileHeight;
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}
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Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
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point.x = this.getTileX(x);
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point.y = this.getTileY(y);
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return point;
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}
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/**
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*
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* @method getTileOverlaps
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@@ -269,6 +313,7 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
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this._results.length = 0;
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// pretty sure we don't use this any more?
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this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
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var _index = 0;
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@@ -291,7 +336,6 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
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if (collides == false || (collides && _tile.collideNone == false))
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{
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// this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
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this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
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}
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}
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@@ -329,6 +373,11 @@ Phaser.TilemapLayer.prototype.updateMax = function () {
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Phaser.TilemapLayer.prototype.render = function () {
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if (this.tilemap && this.tilemap.dirty)
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{
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this.dirty = true;
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}
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if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
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{
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return;
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@@ -354,7 +403,6 @@ Phaser.TilemapLayer.prototype.render = function () {
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// only -1 on TILED maps, not CSV
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var tile = this.tileset.tiles[this._column[x]-1];
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// if (this.tileset.checkTileIndex(tile))
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if (tile)
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{
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this.context.drawImage(
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@@ -386,6 +434,11 @@ Phaser.TilemapLayer.prototype.render = function () {
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this.dirty = false;
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if (this.tilemap.dirty)
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{
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this.tilemap.dirty = false;
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}
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return true;
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}
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