diff --git a/build/phaser.js b/build/phaser.js
index 260b2ec4..840dd354 100644
--- a/build/phaser.js
+++ b/build/phaser.js
@@ -9,7 +9,7 @@
*
* Phaser - http://www.phaser.io
*
-* v1.0.7 - Built at: Wed, 16 Oct 2013 03:37:04 +0100
+* v1.0.7 - Built at: Wed, 16 Oct 2013 06:25:10 +0100
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@@ -15538,10 +15538,6 @@ Phaser.GameObjectFactory.prototype = {
return group.create(x, y, key, frame);
- // var child = new Phaser.Sprite(this.game, x, y, key, frame);
- // parent.addChild(child);
- // return child;
-
},
/**
@@ -15687,17 +15683,43 @@ Phaser.GameObjectFactory.prototype = {
* Description.
*
* @method tilemap
- * @param {Description} x - Description.
- * @param {Description} y - Description.
* @param {Description} key - Description.
- * @param {Description} resizeWorld - Description.
- * @param {Description} tileWidth - Description.
- * @param {Description} tileHeight - Description.
* @return {Description} Description.
*/
- tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
+ tilemap: function (key) {
- return this.world.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
+ return new Phaser.Tilemap(this.game, key);
+
+ },
+
+ /**
+ * Description.
+ *
+ * @method tilemap
+ * @param {Description} key - Description.
+ * @return {Description} Description.
+ */
+ tileset: function (key) {
+
+ return this.game.cache.getTileset(key);
+
+ },
+
+ /**
+ * Description.
+ *
+ * @method tileSprite
+ * @param {Description} x - Description.
+ * @param {Description} y - Description.
+ * @param {Description} width - Description.
+ * @param {Description} height - Description.
+ * @param {Description} key - Description.
+ * @param {Description} frame - Description.
+ * @return {Description} Description.
+ */
+ tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
+
+ return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
},
@@ -15997,16 +16019,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.health = 1;
- /**
- * @property {Description} velocity - Description.
- */
- // this.velocity = this.body.velocity;
-
- /**
- * @property {Description} acceleration - Description.
- */
- // this.acceleration = this.body.acceleration;
-
/**
* @property {Description} inWorld - World bounds check.
*/
@@ -16575,18 +16587,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
});
-/**
-*
-* @returns {boolean}
-*/
-Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
-
- get: function () {
- return 1;
- }
-
-});
-
/**
* Get the input enabled state of this Sprite.
* @returns {Description}
@@ -30155,6 +30155,7 @@ Phaser.Physics.Arcade = function (game) {
this._newVelocity2 = 0;
this._average = 0;
this._mapData = [];
+ this._mapTiles = 0;
this._result = false;
this._total = 0;
this._angle = 0;
@@ -30301,9 +30302,9 @@ Phaser.Physics.Arcade.prototype = {
{
this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
- else if (object2.type == Phaser.TILEMAP)
+ else if (object2.type == Phaser.TILEMAPLAYER)
{
- this.collideSpriteVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
+ this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
}
}
// GROUPS
@@ -30317,21 +30318,21 @@ Phaser.Physics.Arcade.prototype = {
{
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
- else if (object2.type == Phaser.TILEMAP)
+ else if (object2.type == Phaser.TILEMAPLAYER)
{
- this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
+ this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
}
}
- // TILEMAPS
- else if (object1.type == Phaser.TILEMAP)
+ // TILEMAP LAYERS
+ else if (object1.type == Phaser.TILEMAPLAYER)
{
if (object2.type == Phaser.SPRITE)
{
- this.collideSpriteVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
+ this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
- this.collideGroupVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
+ this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
}
}
// EMITTER
@@ -30345,9 +30346,9 @@ Phaser.Physics.Arcade.prototype = {
{
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
- else if (object2.type == Phaser.TILEMAP)
+ else if (object2.type == Phaser.TILEMAPLAYER)
{
- this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
+ this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
}
}
}
@@ -30356,6 +30357,70 @@ Phaser.Physics.Arcade.prototype = {
},
+ collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
+
+ this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
+
+ if (this._mapData.length > 1)
+ {
+ for (var i = 1; i < this._mapData.length; i++)
+ {
+ this.separateTile(sprite.body, this._mapData[i]);
+
+ if (this._result)
+ {
+ // They collided, is there a custom process callback?
+ if (processCallback)
+ {
+ if (processCallback.call(callbackContext, sprite, this._mapData[i]))
+ {
+ this._total++;
+
+ if (collideCallback)
+ {
+ collideCallback.call(callbackContext, sprite, this._mapData[i]);
+ }
+ }
+ }
+ else
+ {
+ this._total++;
+
+ if (collideCallback)
+ {
+ collideCallback.call(callbackContext, sprite, this._mapData[i]);
+ }
+ }
+ }
+ }
+ }
+
+ },
+
+ collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
+
+ if (group.length == 0)
+ {
+ return;
+ }
+
+ if (group._container.first._iNext)
+ {
+ var currentNode = group._container.first._iNext;
+
+ do
+ {
+ if (currentNode.exists)
+ {
+ this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext);
+ }
+ currentNode = currentNode._iNext;
+ }
+ while (currentNode != group._container.last._iNext);
+ }
+
+ },
+
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext) {
this.separate(sprite1.body, sprite2.body);
@@ -30388,65 +30453,6 @@ Phaser.Physics.Arcade.prototype = {
},
- collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
-
- if (group.length == 0)
- {
- return;
- }
-
- if (group._container.first._iNext)
- {
- var currentNode = group._container.first._iNext;
-
- do
- {
- if (currentNode.exists)
- {
- this.collideSpriteVsTilemap(currentNode, tilemap, collideCallback, processCallback, callbackContext);
- }
- currentNode = currentNode._iNext;
- }
- while (currentNode != group._container.last._iNext);
- }
-
- },
-
- collideSpriteVsTilemap: function (sprite, tilemap, collideCallback, processCallback, callbackContext) {
-
- this._mapData = tilemap.collisionLayer.getTileOverlaps(sprite);
-
- // If the sprite actually collided with the tilemap then _mapData contains an array of the tiles it collided with
- var i = this._mapData.length;
-
- while (i--)
- {
- if (processCallback)
- {
- // We've got a custom process callback to hit first
- if (processCallback.call(callbackContext, sprite, this._mapData[i].tile))
- {
- this._total++;
-
- if (collideCallback)
- {
- collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
- }
- }
- }
- else
- {
- this._total++;
-
- if (collideCallback)
- {
- collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
- }
- }
- }
-
- },
-
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
if (group.length == 0)
@@ -30754,12 +30760,7 @@ Phaser.Physics.Arcade.prototype = {
*/
separateTile: function (body, tile) {
- if (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true))
- {
- return true;
- }
-
- return false;
+ this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
},
@@ -32820,15 +32821,13 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
*/
this.texture = new PIXI.Texture(this.baseTexture);
- this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
+ this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
- /**
- * @property {Description} sprite - Description.
- * @default
- */
- this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
- this.sprite.fixedToCamera = true;
+ Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame);
+ this.type = Phaser.TILEMAPLAYER;
+
+ this.fixedToCamera = true;
/**
* @property {Description} tileset - Description.
@@ -32941,7 +32940,6 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
this._prevX = 0;
this._prevY = 0;
-
this.dirty = true;
if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
@@ -32956,230 +32954,232 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
};
-Phaser.TilemapLayer.prototype = {
+Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
+Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
- update: function () {
- this.x = this.game.camera.x;
- this.y = this.game.camera.y;
+Phaser.TilemapLayer.prototype.update = function () {
- },
+ this.scrollX = this.game.camera.x;
+ this.scrollY = this.game.camera.y;
- resizeWorld: function () {
+ this.render();
- this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
+}
- },
+Phaser.TilemapLayer.prototype.resizeWorld = function () {
- updateTileset: function (tileset) {
+ this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
- if (tileset instanceof Phaser.Tileset)
- {
- this.tileset = tileset;
- }
- else if (typeof tileset === 'string')
- {
- this.tileset = this.game.cache.getTileset('tiles');
- }
- else
- {
- return;
- }
+}
- this.tileWidth = this.tileset.tileWidth;
- this.tileHeight = this.tileset.tileHeight;
-
- this.updateMax();
-
- },
-
- updateMapData: function (tilemap, layer) {
-
- if (typeof layer === 'undefined')
- {
- layer = 0;
- }
-
- if (tilemap instanceof Phaser.Tilemap)
- {
- this.tilemap = tilemap;
- this.layer = this.tilemap.layers[layer];
- this.updateMax();
- }
-
- },
-
- /**
- *
- * @method getTileOverlaps
- * @param {GameObject} object - Tiles you want to get that overlaps this.
- * @return {array} Array with tiles informations (each contains x, y, and the tile).
- */
- getTiles: function (x, y, width, height, collides) {
-
- if (this.tilemap === null)
- {
- return;
- }
-
- // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
- if (typeof collides === 'undefined') { collides = false; }
-
- // Cap the values
-
- if (x < 0)
- {
- x = 0;
- }
-
- if (y < 0)
- {
- y = 0;
- }
-
- if (width > this.widthInPixels)
- {
- width = this.widthInPixels;
- }
-
- if (height > this.heightInPixels)
- {
- height = this.heightInPixels;
- }
-
- var tileWidth = this.tileWidth * this.sprite.scale.x;
- var tileHeight = this.tileHeight * this.sprite.scale.y;
-
- // Convert the pixel values into tile coordinates
- this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
- this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
- this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
- this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
-
- this._results.length = 0;
-
- this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
-
- var _index = 0;
- var _tile = null;
- var sx = 0;
- var sy = 0;
-
- for (var wy = this._ty; wy < this._ty + this._th; wy++)
- {
- for (var wx = this._tx; wx < this._tx + this._tw; wx++)
- {
- if (this.layer.data[wy] && this.layer.data[wy][wx])
- {
- // Could combine
- _index = this.layer.data[wy][wx] - 1;
- _tile = this.tileset.getTile(_index);
-
- sx = _tile.width * this.sprite.scale.x;
- sy = _tile.height * this.sprite.scale.y;
-
- if (collides == false || (collides && _tile.collideNone == false))
- {
- // 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 });
- 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 });
- }
- }
- }
- }
-
- return this._results;
-
- },
-
- updateMax: function () {
-
- this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
- this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
-
- if (this.layer)
- {
- if (this._maxX > this.layer.width)
- {
- this._maxX = this.layer.width;
- }
-
- if (this._maxY > this.layer.height)
- {
- this._maxY = this.layer.height;
- }
-
- this.widthInPixels = this.layer.width * this.tileWidth;
- this.heightInPixels = this.layer.height * this.tileHeight;
- }
-
- this.dirty = true;
-
- },
-
- render: function () {
-
- if (!this.dirty || !this.tileset || !this.tilemap || !this.sprite.visible)
- {
- return;
- }
-
- this._prevX = this._dx;
- this._prevY = this._dy;
-
- this._dx = -(this._x - (this._startX * this.tileWidth));
- this._dy = -(this._y - (this._startY * this.tileHeight));
-
- this._tx = this._dx;
- this._ty = this._dy;
-
- this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
-
- for (var y = this._startY; y < this._startY + this._maxY; y++)
- {
- this._column = this.layer.data[y];
-
- for (var x = this._startX; x < this._startX + this._maxX; x++)
- {
- // only -1 on TILED maps, not CSV
- var tile = this.tileset.tiles[this._column[x]-1];
-
- // if (this.tileset.checkTileIndex(tile))
- if (tile)
- {
- this.context.drawImage(
- this.tileset.image,
- tile.x,
- tile.y,
- this.tileWidth,
- this.tileHeight,
- Math.floor(this._tx),
- Math.floor(this._ty),
- this.tileWidth,
- this.tileHeight
- );
- }
-
- this._tx += this.tileWidth;
-
- }
-
- this._tx = this._dx;
- this._ty += this.tileHeight;
- }
-
- // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
- if (this.game.renderType == Phaser.WEBGL)
- {
- PIXI.texturesToUpdate.push(this.baseTexture);
- }
-
- this.dirty = false;
-
- return true;
+Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
+ if (tileset instanceof Phaser.Tileset)
+ {
+ this.tileset = tileset;
+ }
+ else if (typeof tileset === 'string')
+ {
+ this.tileset = this.game.cache.getTileset('tiles');
+ }
+ else
+ {
+ return;
}
-};
+ this.tileWidth = this.tileset.tileWidth;
+ this.tileHeight = this.tileset.tileHeight;
+
+ this.updateMax();
+
+}
+
+Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
+
+ if (typeof layer === 'undefined')
+ {
+ layer = 0;
+ }
+
+ if (tilemap instanceof Phaser.Tilemap)
+ {
+ this.tilemap = tilemap;
+ this.layer = this.tilemap.layers[layer];
+ this.updateMax();
+ }
+
+}
+
+/**
+*
+* @method getTileOverlaps
+* @param {GameObject} object - Tiles you want to get that overlaps this.
+* @return {array} Array with tiles informations (each contains x, y, and the tile).
+*/
+Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
+
+ if (this.tilemap === null)
+ {
+ return;
+ }
+
+ // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
+ if (typeof collides === 'undefined') { collides = false; }
+
+ // Cap the values
+
+ if (x < 0)
+ {
+ x = 0;
+ }
+
+ if (y < 0)
+ {
+ y = 0;
+ }
+
+ if (width > this.widthInPixels)
+ {
+ width = this.widthInPixels;
+ }
+
+ if (height > this.heightInPixels)
+ {
+ height = this.heightInPixels;
+ }
+
+ var tileWidth = this.tileWidth * this.scale.x;
+ var tileHeight = this.tileHeight * this.scale.y;
+
+ // Convert the pixel values into tile coordinates
+ this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
+ this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
+ this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
+ this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
+
+ this._results.length = 0;
+
+ this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
+
+ var _index = 0;
+ var _tile = null;
+ var sx = 0;
+ var sy = 0;
+
+ for (var wy = this._ty; wy < this._ty + this._th; wy++)
+ {
+ for (var wx = this._tx; wx < this._tx + this._tw; wx++)
+ {
+ if (this.layer.data[wy] && this.layer.data[wy][wx])
+ {
+ // Could combine
+ _index = this.layer.data[wy][wx] - 1;
+ _tile = this.tileset.getTile(_index);
+
+ sx = _tile.width * this.scale.x;
+ sy = _tile.height * this.scale.y;
+
+ if (collides == false || (collides && _tile.collideNone == false))
+ {
+ // 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 });
+ 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 });
+ }
+ }
+ }
+ }
+
+ return this._results;
+
+}
+
+Phaser.TilemapLayer.prototype.updateMax = function () {
+
+ this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
+ this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
+
+ if (this.layer)
+ {
+ if (this._maxX > this.layer.width)
+ {
+ this._maxX = this.layer.width;
+ }
+
+ if (this._maxY > this.layer.height)
+ {
+ this._maxY = this.layer.height;
+ }
+
+ this.widthInPixels = this.layer.width * this.tileWidth;
+ this.heightInPixels = this.layer.height * this.tileHeight;
+ }
+
+ this.dirty = true;
+
+}
+
+Phaser.TilemapLayer.prototype.render = function () {
+
+ if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
+ {
+ return;
+ }
+
+ this._prevX = this._dx;
+ this._prevY = this._dy;
+
+ this._dx = -(this._x - (this._startX * this.tileWidth));
+ this._dy = -(this._y - (this._startY * this.tileHeight));
+
+ this._tx = this._dx;
+ this._ty = this._dy;
+
+ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
+
+ for (var y = this._startY; y < this._startY + this._maxY; y++)
+ {
+ this._column = this.layer.data[y];
+
+ for (var x = this._startX; x < this._startX + this._maxX; x++)
+ {
+ // only -1 on TILED maps, not CSV
+ var tile = this.tileset.tiles[this._column[x]-1];
+
+ // if (this.tileset.checkTileIndex(tile))
+ if (tile)
+ {
+ this.context.drawImage(
+ this.tileset.image,
+ tile.x,
+ tile.y,
+ this.tileWidth,
+ this.tileHeight,
+ Math.floor(this._tx),
+ Math.floor(this._ty),
+ this.tileWidth,
+ this.tileHeight
+ );
+ }
+
+ this._tx += this.tileWidth;
+
+ }
+
+ this._tx = this._dx;
+ this._ty += this.tileHeight;
+ }
+
+ // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
+ if (this.game.renderType == Phaser.WEBGL)
+ {
+ PIXI.texturesToUpdate.push(this.baseTexture);
+ }
+
+ this.dirty = false;
+
+ return true;
+
+}
Phaser.TilemapLayer.prototype.deltaAbsX = function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
@@ -33197,7 +33197,7 @@ Phaser.TilemapLayer.prototype.deltaY = function () {
return this._dy - this._prevY;
}
-Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
+Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
get: function () {
return this._x;
@@ -33205,7 +33205,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
set: function (value) {
- if (value !== this._x && value >= 0)
+ if (value !== this._x && value >= 0 && this.layer)
{
this._x = value;
@@ -33233,7 +33233,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
});
-Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
+Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
get: function () {
return this._y;
@@ -33241,7 +33241,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
set: function (value) {
- if (value !== this._y && value >= 0)
+ if (value !== this._y && value >= 0 && this.layer)
{
this._y = value;
diff --git a/examples/particles/click burst.php b/examples/particles/click burst.php
index 3c08026f..41b77b42 100644
--- a/examples/particles/click burst.php
+++ b/examples/particles/click burst.php
@@ -5,8 +5,6 @@
+
+
+
+
\ No newline at end of file
diff --git a/src/gameobjects/Bullet.js b/src/gameobjects/Bullet.js
index db43b354..4c131a3b 100644
--- a/src/gameobjects/Bullet.js
+++ b/src/gameobjects/Bullet.js
@@ -1,5 +1,625 @@
+/**
+* @author Richard Davey
+* @copyright 2013 Photon Storm Ltd.
+* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
+* @module Phaser.Bullet
+*/
+
+/**
+* Create a new Bullet.
+*
+* A Bullet is like a stripped-down Sprite, useful for when you just need to get something moving around the screen quickly with little of the extra
+* features that a Sprite supports.
+* Bullet is MISSING the following:
+*
+* animation, all input events, crop support, health/damage, loadTexture
+*
+* @class Phaser.Bullet
+* @classdesc Description of class.
+* @constructor
+* @param {Phaser.Game} game - Current game instance.
+* @param {Description} x - Description.
+* @param {Description} y - Description.
+* @param {string} key - Description.
+* @param {Description} frame - Description.
+*/
Phaser.Bullet = function (game, x, y, key, frame) {
+
+ x = x || 0;
+ y = y || 0;
+ key = key || null;
+ frame = frame || null;
+
+ /**
+ * @property {Phaser.Game} game - A reference to the currently running Game.
+ */
+ this.game = game;
+
+ /**
+ * @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
+ * @default
+ */
+ this.exists = true;
+
+ /**
+ * @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
+ * @default
+ */
+ this.alive = true;
+
+ /**
+ * @property {Description} group - Description.
+ * @default
+ */
+ this.group = null;
+
+ /**
+ * @property {string} name - The user defined name given to this Sprite.
+ * @default
+ */
+ this.name = '';
+
+ /**
+ * @property {Description} type - Description.
+ */
+ this.type = Phaser.BULLET;
+
+ /**
+ * @property {number} renderOrderID - Description.
+ * @default
+ */
+ this.renderOrderID = -1;
+
+ /**
+ * If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
+ * The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
+ * @property {number} lifespan
+ * @default
+ */
+ this.lifespan = 0;
+
+ /**
+ * @property {Events} events - The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
+ */
+ this.events = new Phaser.Events(this);
+
+ /**
+ * @property {Description} key - Description.
+ */
+ this.key = key;
+
+ if (key instanceof Phaser.RenderTexture)
+ {
+ PIXI.Sprite.call(this, key);
+
+ this.currentFrame = this.game.cache.getTextureFrame(key.name);
+ }
+ else if (key instanceof PIXI.Texture)
+ {
+ PIXI.Sprite.call(this, key);
+
+ this.currentFrame = frame;
+ }
+ else
+ {
+ if (key == null || this.game.cache.checkImageKey(key) == false)
+ {
+ key = '__default';
+ }
+
+ PIXI.Sprite.call(this, PIXI.TextureCache[key]);
+
+ if (this.game.cache.isSpriteSheet(key))
+ {
+ /*
+ this.animations.loadFrameData(this.game.cache.getFrameData(key));
+
+ if (frame !== null)
+ {
+ if (typeof frame === 'string')
+ {
+ this.frameName = frame;
+ }
+ else
+ {
+ this.frame = frame;
+ }
+ }
+ */
+ }
+ else
+ {
+ this.currentFrame = this.game.cache.getFrame(key);
+ }
+ }
+
+ /**
+ * The anchor sets the origin point of the texture.
+ * The default is 0,0 this means the textures origin is the top left
+ * Setting than anchor to 0.5,0.5 means the textures origin is centered
+ * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
+ *
+ * @property {Phaser.Point} anchor
+ */
+ this.anchor = new Phaser.Point();
+
+ /**
+ * @property {number} x - Description.
+ */
+ this.x = x;
+
+ /**
+ * @property {number} y - Description.
+ */
+ this.y = y;
+
+ /**
+ * @property {Description} position - Description.
+ */
+ this.position.x = x;
+ this.position.y = y;
+
+ /**
+ * Should this Sprite be automatically culled if out of range of the camera?
+ * A culled sprite has its visible property set to 'false'.
+ * Note that this check doesn't look at this Sprites children, which may still be in camera range.
+ * So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
+ *
+ * @property {boolean} autoCull
+ * @default
+ */
+ this.autoCull = false;
+
+ /**
+ * @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
+ */
+ this.scale = new Phaser.Point(1, 1);
+
+ /**
+ * @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values.
+ * @private
+ */
+ this._cache = {
+
+ dirty: false,
+
+ // Transform cache
+ a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
+
+ // Input specific transform cache
+ i01: -1, i10: -1, idi: -1,
+
+ // Bounds check
+ left: null, right: null, top: null, bottom: null,
+
+ // The previous calculated position
+ x: -1, y: -1,
+
+ // The actual scale values based on the worldTransform
+ scaleX: 1, scaleY: 1,
+
+ // The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
+ width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
+
+ // The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
+ halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
+
+ boundsX: 0, boundsY: 0,
+
+ // If this sprite visible to the camera (regardless of being set to visible or not)
+ cameraVisible: true
+
+ };
+
+ /**
+ * @property {Phaser.Point} offset - Corner point defaults.
+ */
+ this.offset = new Phaser.Point;
+
+ /**
+ * @property {Phaser.Point} center - Description.
+ */
+ this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
+
+ /**
+ * @property {Phaser.Point} topLeft - Description.
+ */
+ this.topLeft = new Phaser.Point(x, y);
+
+ /**
+ * @property {Phaser.Point} topRight - Description.
+ */
+ this.topRight = new Phaser.Point(x + this._cache.width, y);
+
+ /**
+ * @property {Phaser.Point} bottomRight - Description.
+ */
+ this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
+
+ /**
+ * @property {Phaser.Point} bottomLeft - Description.
+ */
+ this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
+
+ /**
+ * @property {Phaser.Rectangle} bounds - Description.
+ */
+ this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
+
+ /**
+ * @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body.
+ */
+ this.body = new Phaser.Physics.Arcade.Body(this);
+
+ /**
+ * @property {Description} inWorld - World bounds check.
+ */
+ this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
+
+ /**
+ * @property {number} inWorldThreshold - World bounds check.
+ * @default
+ */
+ this.inWorldThreshold = 0;
+
+ /**
+ * @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
+ * @default
+ */
+ this.outOfBoundsKill = false;
+
+ /**
+ * @property {boolean} _outOfBoundsFired - Description.
+ * @private
+ * @default
+ */
+ this._outOfBoundsFired = false;
+
+ /**
+ * A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
+ * @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
+ * @default
+ */
+ this.fixedToCamera = false;
+
};
Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Bullet.prototype.constructor = Phaser.Bullet;
+
+/**
+* Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite.
+* @method Phaser.Sprite.prototype.preUpdate
+*/
+Phaser.Bullet.prototype.preUpdate = function() {
+
+ if (!this.exists)
+ {
+ this.renderOrderID = -1;
+ return;
+ }
+
+ if (this.lifespan > 0)
+ {
+ this.lifespan -= this.game.time.elapsed;
+
+ if (this.lifespan <= 0)
+ {
+ this.kill();
+ return;
+ }
+ }
+
+ this._cache.dirty = false;
+
+ if (this.visible)
+ {
+ this.renderOrderID = this.game.world.currentRenderOrderID++;
+ }
+
+ this.prevX = this.x;
+ this.prevY = this.y;
+
+ // |a c tx|
+ // |b d ty|
+ // |0 0 1|
+
+ if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10)
+ {
+ this._cache.a00 = this.worldTransform[0]; // scaleX a
+ this._cache.a01 = this.worldTransform[1]; // skewY c
+ this._cache.a10 = this.worldTransform[3]; // skewX b
+ this._cache.a11 = this.worldTransform[4]; // scaleY d
+
+ this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
+ this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks)
+
+ this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
+ this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
+
+ this._cache.a01 *= -1;
+ this._cache.a10 *= -1;
+
+ this._cache.dirty = true;
+ }
+
+ if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
+ {
+ this._cache.a02 = this.worldTransform[2]; // translateX tx
+ this._cache.a12 = this.worldTransform[5]; // translateY ty
+ this._cache.dirty = true;
+ }
+
+ // Re-run the camera visibility check
+ if (this._cache.dirty)
+ {
+ this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
+
+ if (this.autoCull == true)
+ {
+ // Won't get rendered but will still get its transform updated
+ this.renderable = this._cache.cameraVisible;
+ }
+
+ // Update our physics bounds
+ if (this.body)
+ {
+ this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
+ }
+ }
+
+ if (this.body)
+ {
+ this.body.preUpdate();
+ }
+
+}
+
+Phaser.Bullet.prototype.postUpdate = function() {
+
+ if (this.exists)
+ {
+ // The sprite is positioned in this call, after taking into consideration motion updates and collision
+ if (this.body)
+ {
+ this.body.postUpdate();
+ }
+
+ if (this.fixedToCamera)
+ {
+ this._cache.x = this.game.camera.view.x + this.x;
+ this._cache.y = this.game.camera.view.y + this.y;
+ }
+ else
+ {
+ this._cache.x = this.x;
+ this._cache.y = this.y;
+ }
+
+ if (this.position.x != this._cache.x || this.position.y != this._cache.y)
+ {
+ this.position.x = this._cache.x;
+ this.position.y = this._cache.y;
+ }
+ }
+
+}
+
+Phaser.Bullet.prototype.deltaAbsX = function () {
+ return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
+}
+
+Phaser.Bullet.prototype.deltaAbsY = function () {
+ return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
+}
+
+Phaser.Bullet.prototype.deltaX = function () {
+ return this.x - this.prevX;
+}
+
+Phaser.Bullet.prototype.deltaY = function () {
+ return this.y - this.prevY;
+}
+
+/**
+* Description.
+*
+* @method Phaser.Bullet.prototype.revive
+*/
+Phaser.Bullet.prototype.revive = function(health) {
+
+ if (typeof health === 'undefined') { health = 1; }
+
+ this.alive = true;
+ this.exists = true;
+ this.visible = true;
+ this.health = health;
+
+ this.events.onRevived.dispatch(this);
+
+}
+
+/**
+* Description.
+*
+* @method Phaser.Bullet.prototype.kill
+*/
+Phaser.Bullet.prototype.kill = function() {
+
+ this.alive = false;
+ this.exists = false;
+ this.visible = false;
+ this.events.onKilled.dispatch(this);
+
+}
+
+/**
+* Description.
+*
+* @method Phaser.Bullet.prototype.destroy
+*/
+Phaser.Bullet.prototype.destroy = function() {
+
+ if (this.group)
+ {
+ this.group.remove(this);
+ }
+
+ this.events.destroy();
+
+ this.alive = false;
+ this.exists = false;
+ this.visible = false;
+
+ this.game = null;
+
+}
+
+/**
+* Description.
+*
+* @method Phaser.Sprite.prototype.reset
+*/
+Phaser.Bullet.prototype.reset = function(x, y) {
+
+ this.x = x;
+ this.y = y;
+ this.position.x = this.x;
+ this.position.y = this.y;
+ this.alive = true;
+ this.exists = true;
+ this.visible = true;
+ this.renderable = true;
+ this._outOfBoundsFired = false;
+
+ if (this.body)
+ {
+ this.body.reset();
+ }
+
+}
+
+/**
+* Description.
+*
+* @method Phaser.Sprite.prototype.updateBounds
+*/
+Phaser.Bullet.prototype.updateBounds = function() {
+
+ // Update the edge points
+
+ this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height));
+
+ this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight);
+ this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
+ this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
+ this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
+ this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
+
+ this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
+ this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
+ this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
+ this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
+
+ this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
+
+ // This is the coordinate the Bullet was at when the last bounds was created
+ this._cache.boundsX = this._cache.x;
+ this._cache.boundsY = this._cache.y;
+
+ if (this.inWorld == false)
+ {
+ // Bullet WAS out of the screen, is it still?
+ this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
+
+ if (this.inWorld)
+ {
+ // It's back again, reset the OOB check
+ this._outOfBoundsFired = false;
+ }
+ }
+ else
+ {
+ // Bullet WAS in the screen, has it now left?
+ this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
+
+ if (this.inWorld == false)
+ {
+ this.events.onOutOfBounds.dispatch(this);
+ this._outOfBoundsFired = true;
+
+ if (this.outOfBoundsKill)
+ {
+ this.kill();
+ }
+ }
+ }
+
+}
+
+/**
+* Description.
+*
+* @method Phaser.Bullet.prototype.getLocalPosition
+* @param {Description} p - Description.
+* @param {number} x - Description.
+* @param {number} y - Description.
+* @return {Description} Description.
+*/
+Phaser.Bullet.prototype.getLocalPosition = function(p, x, y) {
+
+ p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
+ p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
+
+ return p;
+
+}
+
+/**
+* Description.
+*
+* @method Phaser.Bullet.prototype.bringToTop
+*/
+Phaser.Bullet.prototype.bringToTop = function() {
+
+ if (this.group)
+ {
+ this.group.bringToTop(this);
+ }
+ else
+ {
+ this.game.world.bringToTop(this);
+ }
+
+}
+
+/**
+* Indicates the rotation of the Bullet, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
+* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
+* If you wish to work in radians instead of degrees use the property Bullet.rotation instead.
+* @name Phaser.Bullet#angle
+* @property {number} angle - Gets or sets the Bullets angle of rotation in degrees.
+*/
+Object.defineProperty(Phaser.Bullet.prototype, 'angle', {
+
+ get: function() {
+ return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
+ },
+
+ set: function(value) {
+ this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
+ }
+
+});
+
+/**
+* Is this sprite visible to the camera or not?
+* @returns {boolean}
+*/
+Object.defineProperty(Phaser.Bullet.prototype, "inCamera", {
+
+ get: function () {
+ return this._cache.cameraVisible;
+ }
+
+});
diff --git a/src/gameobjects/GameObjectFactory.js b/src/gameobjects/GameObjectFactory.js
index 1a7419d0..3095d1d7 100644
--- a/src/gameobjects/GameObjectFactory.js
+++ b/src/gameobjects/GameObjectFactory.js
@@ -83,10 +83,6 @@ Phaser.GameObjectFactory.prototype = {
return group.create(x, y, key, frame);
- // var child = new Phaser.Sprite(this.game, x, y, key, frame);
- // parent.addChild(child);
- // return child;
-
},
/**
@@ -232,17 +228,43 @@ Phaser.GameObjectFactory.prototype = {
* Description.
*
* @method tilemap
- * @param {Description} x - Description.
- * @param {Description} y - Description.
* @param {Description} key - Description.
- * @param {Description} resizeWorld - Description.
- * @param {Description} tileWidth - Description.
- * @param {Description} tileHeight - Description.
* @return {Description} Description.
*/
- tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
+ tilemap: function (key) {
- return this.world.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
+ return new Phaser.Tilemap(this.game, key);
+
+ },
+
+ /**
+ * Description.
+ *
+ * @method tilemap
+ * @param {Description} key - Description.
+ * @return {Description} Description.
+ */
+ tileset: function (key) {
+
+ return this.game.cache.getTileset(key);
+
+ },
+
+ /**
+ * Description.
+ *
+ * @method tileSprite
+ * @param {Description} x - Description.
+ * @param {Description} y - Description.
+ * @param {Description} width - Description.
+ * @param {Description} height - Description.
+ * @param {Description} key - Description.
+ * @param {Description} frame - Description.
+ * @return {Description} Description.
+ */
+ tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
+
+ return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
},
diff --git a/src/gameobjects/Sprite.js b/src/gameobjects/Sprite.js
index 1efe45e8..249d95de 100644
--- a/src/gameobjects/Sprite.js
+++ b/src/gameobjects/Sprite.js
@@ -274,16 +274,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.health = 1;
- /**
- * @property {Description} velocity - Description.
- */
- // this.velocity = this.body.velocity;
-
- /**
- * @property {Description} acceleration - Description.
- */
- // this.acceleration = this.body.acceleration;
-
/**
* @property {Description} inWorld - World bounds check.
*/
@@ -852,18 +842,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
});
-/**
-*
-* @returns {boolean}
-*/
-Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
-
- get: function () {
- return 1;
- }
-
-});
-
/**
* Get the input enabled state of this Sprite.
* @returns {Description}
diff --git a/src/physics/arcade/ArcadePhysics.js b/src/physics/arcade/ArcadePhysics.js
index c38ce7f5..62999ae5 100644
--- a/src/physics/arcade/ArcadePhysics.js
+++ b/src/physics/arcade/ArcadePhysics.js
@@ -36,6 +36,7 @@ Phaser.Physics.Arcade = function (game) {
this._newVelocity2 = 0;
this._average = 0;
this._mapData = [];
+ this._mapTiles = 0;
this._result = false;
this._total = 0;
this._angle = 0;
@@ -182,9 +183,9 @@ Phaser.Physics.Arcade.prototype = {
{
this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
- else if (object2.type == Phaser.TILEMAP)
+ else if (object2.type == Phaser.TILEMAPLAYER)
{
- this.collideSpriteVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
+ this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
}
}
// GROUPS
@@ -198,21 +199,21 @@ Phaser.Physics.Arcade.prototype = {
{
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
- else if (object2.type == Phaser.TILEMAP)
+ else if (object2.type == Phaser.TILEMAPLAYER)
{
- this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
+ this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
}
}
- // TILEMAPS
- else if (object1.type == Phaser.TILEMAP)
+ // TILEMAP LAYERS
+ else if (object1.type == Phaser.TILEMAPLAYER)
{
if (object2.type == Phaser.SPRITE)
{
- this.collideSpriteVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
+ this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
}
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
{
- this.collideGroupVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
+ this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
}
}
// EMITTER
@@ -226,9 +227,9 @@ Phaser.Physics.Arcade.prototype = {
{
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
}
- else if (object2.type == Phaser.TILEMAP)
+ else if (object2.type == Phaser.TILEMAPLAYER)
{
- this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
+ this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
}
}
}
@@ -237,6 +238,70 @@ Phaser.Physics.Arcade.prototype = {
},
+ collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
+
+ this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
+
+ if (this._mapData.length > 1)
+ {
+ for (var i = 1; i < this._mapData.length; i++)
+ {
+ this.separateTile(sprite.body, this._mapData[i]);
+
+ if (this._result)
+ {
+ // They collided, is there a custom process callback?
+ if (processCallback)
+ {
+ if (processCallback.call(callbackContext, sprite, this._mapData[i]))
+ {
+ this._total++;
+
+ if (collideCallback)
+ {
+ collideCallback.call(callbackContext, sprite, this._mapData[i]);
+ }
+ }
+ }
+ else
+ {
+ this._total++;
+
+ if (collideCallback)
+ {
+ collideCallback.call(callbackContext, sprite, this._mapData[i]);
+ }
+ }
+ }
+ }
+ }
+
+ },
+
+ collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
+
+ if (group.length == 0)
+ {
+ return;
+ }
+
+ if (group._container.first._iNext)
+ {
+ var currentNode = group._container.first._iNext;
+
+ do
+ {
+ if (currentNode.exists)
+ {
+ this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext);
+ }
+ currentNode = currentNode._iNext;
+ }
+ while (currentNode != group._container.last._iNext);
+ }
+
+ },
+
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext) {
this.separate(sprite1.body, sprite2.body);
@@ -269,65 +334,6 @@ Phaser.Physics.Arcade.prototype = {
},
- collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
-
- if (group.length == 0)
- {
- return;
- }
-
- if (group._container.first._iNext)
- {
- var currentNode = group._container.first._iNext;
-
- do
- {
- if (currentNode.exists)
- {
- this.collideSpriteVsTilemap(currentNode, tilemap, collideCallback, processCallback, callbackContext);
- }
- currentNode = currentNode._iNext;
- }
- while (currentNode != group._container.last._iNext);
- }
-
- },
-
- collideSpriteVsTilemap: function (sprite, tilemap, collideCallback, processCallback, callbackContext) {
-
- this._mapData = tilemap.collisionLayer.getTileOverlaps(sprite);
-
- // If the sprite actually collided with the tilemap then _mapData contains an array of the tiles it collided with
- var i = this._mapData.length;
-
- while (i--)
- {
- if (processCallback)
- {
- // We've got a custom process callback to hit first
- if (processCallback.call(callbackContext, sprite, this._mapData[i].tile))
- {
- this._total++;
-
- if (collideCallback)
- {
- collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
- }
- }
- }
- else
- {
- this._total++;
-
- if (collideCallback)
- {
- collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
- }
- }
- }
-
- },
-
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
if (group.length == 0)
@@ -635,12 +641,7 @@ Phaser.Physics.Arcade.prototype = {
*/
separateTile: function (body, tile) {
- if (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true))
- {
- return true;
- }
-
- return false;
+ this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
},
diff --git a/src/tilemap/TilemapLayer.js b/src/tilemap/TilemapLayer.js
index ce861de4..5454b121 100644
--- a/src/tilemap/TilemapLayer.js
+++ b/src/tilemap/TilemapLayer.js
@@ -30,15 +30,13 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
*/
this.texture = new PIXI.Texture(this.baseTexture);
- this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
+ this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
- /**
- * @property {Description} sprite - Description.
- * @default
- */
- this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
- this.sprite.fixedToCamera = true;
+ Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame);
+ this.type = Phaser.TILEMAPLAYER;
+
+ this.fixedToCamera = true;
/**
* @property {Description} tileset - Description.
@@ -151,7 +149,6 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
this._prevX = 0;
this._prevY = 0;
-
this.dirty = true;
if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
@@ -166,230 +163,232 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
};
-Phaser.TilemapLayer.prototype = {
+Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
+Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
- update: function () {
- this.x = this.game.camera.x;
- this.y = this.game.camera.y;
+Phaser.TilemapLayer.prototype.update = function () {
- },
+ this.scrollX = this.game.camera.x;
+ this.scrollY = this.game.camera.y;
- resizeWorld: function () {
+ this.render();
- this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
+}
- },
+Phaser.TilemapLayer.prototype.resizeWorld = function () {
- updateTileset: function (tileset) {
+ this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
- if (tileset instanceof Phaser.Tileset)
- {
- this.tileset = tileset;
- }
- else if (typeof tileset === 'string')
- {
- this.tileset = this.game.cache.getTileset('tiles');
- }
- else
- {
- return;
- }
+}
- this.tileWidth = this.tileset.tileWidth;
- this.tileHeight = this.tileset.tileHeight;
-
- this.updateMax();
-
- },
-
- updateMapData: function (tilemap, layer) {
-
- if (typeof layer === 'undefined')
- {
- layer = 0;
- }
-
- if (tilemap instanceof Phaser.Tilemap)
- {
- this.tilemap = tilemap;
- this.layer = this.tilemap.layers[layer];
- this.updateMax();
- }
-
- },
-
- /**
- *
- * @method getTileOverlaps
- * @param {GameObject} object - Tiles you want to get that overlaps this.
- * @return {array} Array with tiles informations (each contains x, y, and the tile).
- */
- getTiles: function (x, y, width, height, collides) {
-
- if (this.tilemap === null)
- {
- return;
- }
-
- // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
- if (typeof collides === 'undefined') { collides = false; }
-
- // Cap the values
-
- if (x < 0)
- {
- x = 0;
- }
-
- if (y < 0)
- {
- y = 0;
- }
-
- if (width > this.widthInPixels)
- {
- width = this.widthInPixels;
- }
-
- if (height > this.heightInPixels)
- {
- height = this.heightInPixels;
- }
-
- var tileWidth = this.tileWidth * this.sprite.scale.x;
- var tileHeight = this.tileHeight * this.sprite.scale.y;
-
- // Convert the pixel values into tile coordinates
- this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
- this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
- this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
- this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
-
- this._results.length = 0;
-
- this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
-
- var _index = 0;
- var _tile = null;
- var sx = 0;
- var sy = 0;
-
- for (var wy = this._ty; wy < this._ty + this._th; wy++)
- {
- for (var wx = this._tx; wx < this._tx + this._tw; wx++)
- {
- if (this.layer.data[wy] && this.layer.data[wy][wx])
- {
- // Could combine
- _index = this.layer.data[wy][wx] - 1;
- _tile = this.tileset.getTile(_index);
-
- sx = _tile.width * this.sprite.scale.x;
- sy = _tile.height * this.sprite.scale.y;
-
- if (collides == false || (collides && _tile.collideNone == false))
- {
- // 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 });
- 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 });
- }
- }
- }
- }
-
- return this._results;
-
- },
-
- updateMax: function () {
-
- this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
- this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
-
- if (this.layer)
- {
- if (this._maxX > this.layer.width)
- {
- this._maxX = this.layer.width;
- }
-
- if (this._maxY > this.layer.height)
- {
- this._maxY = this.layer.height;
- }
-
- this.widthInPixels = this.layer.width * this.tileWidth;
- this.heightInPixels = this.layer.height * this.tileHeight;
- }
-
- this.dirty = true;
-
- },
-
- render: function () {
-
- if (!this.dirty || !this.tileset || !this.tilemap || !this.sprite.visible)
- {
- return;
- }
-
- this._prevX = this._dx;
- this._prevY = this._dy;
-
- this._dx = -(this._x - (this._startX * this.tileWidth));
- this._dy = -(this._y - (this._startY * this.tileHeight));
-
- this._tx = this._dx;
- this._ty = this._dy;
-
- this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
-
- for (var y = this._startY; y < this._startY + this._maxY; y++)
- {
- this._column = this.layer.data[y];
-
- for (var x = this._startX; x < this._startX + this._maxX; x++)
- {
- // only -1 on TILED maps, not CSV
- var tile = this.tileset.tiles[this._column[x]-1];
-
- // if (this.tileset.checkTileIndex(tile))
- if (tile)
- {
- this.context.drawImage(
- this.tileset.image,
- tile.x,
- tile.y,
- this.tileWidth,
- this.tileHeight,
- Math.floor(this._tx),
- Math.floor(this._ty),
- this.tileWidth,
- this.tileHeight
- );
- }
-
- this._tx += this.tileWidth;
-
- }
-
- this._tx = this._dx;
- this._ty += this.tileHeight;
- }
-
- // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
- if (this.game.renderType == Phaser.WEBGL)
- {
- PIXI.texturesToUpdate.push(this.baseTexture);
- }
-
- this.dirty = false;
-
- return true;
+Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
+ if (tileset instanceof Phaser.Tileset)
+ {
+ this.tileset = tileset;
+ }
+ else if (typeof tileset === 'string')
+ {
+ this.tileset = this.game.cache.getTileset('tiles');
+ }
+ else
+ {
+ return;
}
-};
+ this.tileWidth = this.tileset.tileWidth;
+ this.tileHeight = this.tileset.tileHeight;
+
+ this.updateMax();
+
+}
+
+Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
+
+ if (typeof layer === 'undefined')
+ {
+ layer = 0;
+ }
+
+ if (tilemap instanceof Phaser.Tilemap)
+ {
+ this.tilemap = tilemap;
+ this.layer = this.tilemap.layers[layer];
+ this.updateMax();
+ }
+
+}
+
+/**
+*
+* @method getTileOverlaps
+* @param {GameObject} object - Tiles you want to get that overlaps this.
+* @return {array} Array with tiles informations (each contains x, y, and the tile).
+*/
+Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
+
+ if (this.tilemap === null)
+ {
+ return;
+ }
+
+ // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
+ if (typeof collides === 'undefined') { collides = false; }
+
+ // Cap the values
+
+ if (x < 0)
+ {
+ x = 0;
+ }
+
+ if (y < 0)
+ {
+ y = 0;
+ }
+
+ if (width > this.widthInPixels)
+ {
+ width = this.widthInPixels;
+ }
+
+ if (height > this.heightInPixels)
+ {
+ height = this.heightInPixels;
+ }
+
+ var tileWidth = this.tileWidth * this.scale.x;
+ var tileHeight = this.tileHeight * this.scale.y;
+
+ // Convert the pixel values into tile coordinates
+ this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
+ this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
+ this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
+ this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
+
+ this._results.length = 0;
+
+ this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
+
+ var _index = 0;
+ var _tile = null;
+ var sx = 0;
+ var sy = 0;
+
+ for (var wy = this._ty; wy < this._ty + this._th; wy++)
+ {
+ for (var wx = this._tx; wx < this._tx + this._tw; wx++)
+ {
+ if (this.layer.data[wy] && this.layer.data[wy][wx])
+ {
+ // Could combine
+ _index = this.layer.data[wy][wx] - 1;
+ _tile = this.tileset.getTile(_index);
+
+ sx = _tile.width * this.scale.x;
+ sy = _tile.height * this.scale.y;
+
+ if (collides == false || (collides && _tile.collideNone == false))
+ {
+ // 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 });
+ 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 });
+ }
+ }
+ }
+ }
+
+ return this._results;
+
+}
+
+Phaser.TilemapLayer.prototype.updateMax = function () {
+
+ this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
+ this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
+
+ if (this.layer)
+ {
+ if (this._maxX > this.layer.width)
+ {
+ this._maxX = this.layer.width;
+ }
+
+ if (this._maxY > this.layer.height)
+ {
+ this._maxY = this.layer.height;
+ }
+
+ this.widthInPixels = this.layer.width * this.tileWidth;
+ this.heightInPixels = this.layer.height * this.tileHeight;
+ }
+
+ this.dirty = true;
+
+}
+
+Phaser.TilemapLayer.prototype.render = function () {
+
+ if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
+ {
+ return;
+ }
+
+ this._prevX = this._dx;
+ this._prevY = this._dy;
+
+ this._dx = -(this._x - (this._startX * this.tileWidth));
+ this._dy = -(this._y - (this._startY * this.tileHeight));
+
+ this._tx = this._dx;
+ this._ty = this._dy;
+
+ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
+
+ for (var y = this._startY; y < this._startY + this._maxY; y++)
+ {
+ this._column = this.layer.data[y];
+
+ for (var x = this._startX; x < this._startX + this._maxX; x++)
+ {
+ // only -1 on TILED maps, not CSV
+ var tile = this.tileset.tiles[this._column[x]-1];
+
+ // if (this.tileset.checkTileIndex(tile))
+ if (tile)
+ {
+ this.context.drawImage(
+ this.tileset.image,
+ tile.x,
+ tile.y,
+ this.tileWidth,
+ this.tileHeight,
+ Math.floor(this._tx),
+ Math.floor(this._ty),
+ this.tileWidth,
+ this.tileHeight
+ );
+ }
+
+ this._tx += this.tileWidth;
+
+ }
+
+ this._tx = this._dx;
+ this._ty += this.tileHeight;
+ }
+
+ // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
+ if (this.game.renderType == Phaser.WEBGL)
+ {
+ PIXI.texturesToUpdate.push(this.baseTexture);
+ }
+
+ this.dirty = false;
+
+ return true;
+
+}
Phaser.TilemapLayer.prototype.deltaAbsX = function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
@@ -407,7 +406,7 @@ Phaser.TilemapLayer.prototype.deltaY = function () {
return this._dy - this._prevY;
}
-Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
+Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
get: function () {
return this._x;
@@ -415,7 +414,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
set: function (value) {
- if (value !== this._x && value >= 0)
+ if (value !== this._x && value >= 0 && this.layer)
{
this._x = value;
@@ -443,7 +442,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
});
-Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
+Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
get: function () {
return this._y;
@@ -451,7 +450,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
set: function (value) {
- if (value !== this._y && value >= 0)
+ if (value !== this._y && value >= 0 && this.layer)
{
this._y = value;