Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map.

This commit is contained in:
photonstorm
2013-12-18 00:44:04 +00:00
parent dd7ae12271
commit 50eee95c99
20 changed files with 3400 additions and 17525 deletions
+76 -47
View File
@@ -101,6 +101,12 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
*/
this.debug = false;
/**
* @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
* @default
*/
this.debugAlpha = 0.5;
/**
* @property {number} widthInPixels - Do NOT recommend changing after the map is loaded!
* @readonly
@@ -791,7 +797,6 @@ Phaser.TilemapLayer.prototype.render = function () {
this.dirty = true;
}
// if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
if (!this.dirty || !this.tilemap || !this.visible)
{
return;
@@ -800,14 +805,9 @@ Phaser.TilemapLayer.prototype.render = function () {
this._prevX = this._dx;
this._prevY = this._dy;
// console.log('render', this._x);
this._dx = -(this._x - (this._startX * this.tileWidth));
this._dy = -(this._y - (this._startY * this.tileHeight));
// this._dx = Math.floor(this._dx);
// this._dy = Math.floor(this._dy);
this._tx = this._dx;
this._ty = this._dy;
@@ -815,8 +815,7 @@ Phaser.TilemapLayer.prototype.render = function () {
if (this.debug)
{
this.context.fillStyle = 'rgba(0,255,0,0.3)';
this.context.strokeStyle = 'rgba(0,255,0,0.9)';
this.context.globalAlpha = this.debugAlpha;
}
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
@@ -842,45 +841,6 @@ Phaser.TilemapLayer.prototype.render = function () {
);
}
if (this.debug)
{
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
{
this._tx = Math.floor(this._tx);
// this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
this.context.beginPath();
if (tile.faceTop)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx + this.tileWidth, this._ty);
}
if (tile.faceBottom)
{
this.context.moveTo(this._tx, this._ty + this.tileHeight);
this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
}
if (tile.faceLeft)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx, this._ty + this.tileHeight);
}
if (tile.faceRight)
{
this.context.moveTo(this._tx + this.tileWidth, this._ty);
this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
}
this.context.stroke();
// this.context.strokeRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
}
}
this._tx += this.tileWidth;
}
@@ -890,6 +850,12 @@ Phaser.TilemapLayer.prototype.render = function () {
}
if (this.debug)
{
this.context.globalAlpha = 1;
this.renderDebug();
}
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
if (this.game.renderType === Phaser.WEBGL)
{
@@ -907,6 +873,69 @@ Phaser.TilemapLayer.prototype.render = function () {
}
Phaser.TilemapLayer.prototype.renderDebug = function () {
this._tx = this._dx;
this._ty = this._dy;
this.context.fillStyle = 'rgba(0, 255, 0, 0.3)';
this.context.strokeStyle = 'rgb(0, 255, 0)';
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
{
this._column = this.layer.data[y];
for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
{
var tile = this._column[x];
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
{
this._tx = Math.floor(this._tx);
// this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
this.context.beginPath();
if (tile.faceTop)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx + this.tileWidth, this._ty);
}
if (tile.faceBottom)
{
this.context.moveTo(this._tx, this._ty + this.tileHeight);
this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
}
if (tile.faceLeft)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx, this._ty + this.tileHeight);
}
if (tile.faceRight)
{
this.context.moveTo(this._tx + this.tileWidth, this._ty);
this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
}
this.context.stroke();
// this.context.strokeRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
}
this._tx += this.tileWidth;
}
this._tx = this._dx;
this._ty += this.tileHeight;
}
}
/**
* Returns the absolute delta x value.
* @method Phaser.TilemapLayer#deltaAbsX