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Tilemap Rendering is working :)
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@@ -0,0 +1,149 @@
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Phaser.TilemapRenderer = function (game) {
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this.game = game;
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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this._ga = 1;
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this._tx = 0;
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this._ty = 0;
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this._tl = 0;
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this._maxX = 0;
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this._maxY = 0;
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this._startX = 0;
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this._startY = 0;
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};
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Phaser.TilemapRenderer.prototype = {
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/**
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* Render a tilemap to a canvas.
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* @param tilemap {Tilemap} The tilemap data to render.
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*/
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render: function (tilemap) {
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// Loop through the layers
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this._tl = tilemap.layers.length;
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for (var i = 0; i < this._tl; i++)
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{
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if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1)
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{
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continue;
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}
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var layer = tilemap.layers[i];
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// Work out how many tiles we can fit into our canvas and round it up for the edges
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this._maxX = this.game.math.ceil(layer.canvas.width / layer.tileWidth) + 1;
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this._maxY = this.game.math.ceil(layer.canvas.height / layer.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
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// this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth);
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// this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight);
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this._startX = this.game.math.floor(this.game.camera.x / layer.tileWidth);
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this._startY = this.game.math.floor(this.game.camera.y / layer.tileHeight);
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// Tilemap bounds check
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._maxX > layer.widthInTiles)
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{
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this._maxX = layer.widthInTiles;
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}
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if (this._maxY > layer.heightInTiles)
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{
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this._maxY = layer.heightInTiles;
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}
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if (this._startX + this._maxX > layer.widthInTiles)
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{
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this._startX = layer.widthInTiles - this._maxX;
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}
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if (this._startY + this._maxY > layer.heightInTiles)
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{
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this._startY = layer.heightInTiles - this._maxY;
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}
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// Finally get the offset to avoid the blocky movement
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//this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
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//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
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//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
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//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
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this._dx = 0;
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this._dy = 0;
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this._dx += -(this.game.camera.x - (this._startX * layer.tileWidth));
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this._dy += -(this.game.camera.y - (this._startY * layer.tileHeight));
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this._tx = this._dx;
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this._ty = this._dy;
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// Alpha
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if (layer.alpha !== 1)
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{
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this._ga = layer.context.globalAlpha;
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layer.context.globalAlpha = layer.alpha;
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}
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layer.context.clearRect(0, 0, layer.canvas.width, layer.canvas.height);
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for (var row = this._startY; row < this._startY + this._maxY; row++)
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{
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this._columnData = layer.mapData[row];
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for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
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{
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if (layer.tileOffsets[this._columnData[tile]])
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{
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layer.context.drawImage(
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layer.tileset,
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layer.tileOffsets[this._columnData[tile]].x,
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layer.tileOffsets[this._columnData[tile]].y,
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layer.tileWidth,
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layer.tileHeight,
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this._tx,
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this._ty,
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layer.tileWidth,
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layer.tileHeight
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);
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}
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this._tx += layer.tileWidth;
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}
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this._tx = this._dx;
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this._ty += layer.tileHeight;
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}
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if (this._ga > -1)
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{
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layer.context.globalAlpha = this._ga;
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}
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// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
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PIXI.texturesToUpdate.push(layer.baseTexture);
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}
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return true;
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}
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};
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