mirror of
https://github.com/wassname/phaser.git
synced 2026-07-24 13:10:53 +08:00
Fixed Animation index 0 issue and hooked TilemapLayer to camera.
This commit is contained in:
+381
-282
@@ -9,7 +9,7 @@
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*
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* Phaser - http://www.phaser.io
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*
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* v1.0.7 - Built at: Mon, 14 Oct 2013 15:29:30 +0100
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* v1.0.7 - Built at: Tue, 15 Oct 2013 21:10:11 +0100
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@@ -12676,8 +12676,21 @@ Phaser.Keyboard.prototype = {
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this._hotkeys[event.keyCode].processKeyUp(event);
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}
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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if (this._keys[event.keyCode])
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{
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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}
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else
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{
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// Not used this key before, so register it
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this._keys[event.keyCode] = {
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isDown: false,
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timeDown: this.game.time.now,
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timeUp: this.game.time.now,
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duration: 0
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};
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}
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},
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@@ -22244,14 +22257,16 @@ Phaser.Rectangle.intersection = function (a, b, out) {
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* @method Phaser.Rectangle.intersects
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* @param {Phaser.Rectangle} a - The first Rectangle object.
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* @param {Phaser.Rectangle} b - The second Rectangle object.
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* @param {number} tolerance - A tolerance value to allow for an intersection test with padding, default to 0
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* @return {boolean} A value of true if the specified object intersects with this Rectangle object; otherwise false.
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*/
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Phaser.Rectangle.intersects = function (a, b, tolerance) {
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Phaser.Rectangle.intersects = function (a, b) {
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tolerance = tolerance || 0;
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return (a.x < b.right && b.x < a.right && a.y < b.bottom && b.y < a.bottom);
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return !(a.x > b.right + tolerance || a.right < b.x - tolerance || a.y > b.bottom + tolerance || a.bottom < b.y - tolerance);
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// return (a.x <= b.right && b.x <= a.right && a.y <= b.bottom && b.y <= a.bottom);
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// return (a.left <= b.right && b.left <= a.right && a.top <= b.bottom && b.top <= a.bottom);
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// return !(a.x > b.right + tolerance || a.right < b.x - tolerance || a.y > b.bottom + tolerance || a.bottom < b.y - tolerance);
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};
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@@ -28982,17 +28997,14 @@ Phaser.Utils.Debug.prototype = {
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return;
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}
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x = x || null;
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y = y || null;
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if (typeof x !== 'number') { x = 0; }
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if (typeof y !== 'number') { y = 0; }
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color = color || 'rgb(255,255,255)';
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if (x && y)
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{
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this.currentX = x;
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this.currentY = y;
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this.currentColor = color;
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}
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this.currentX = x;
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this.currentY = y;
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this.currentColor = color;
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this.currentAlpha = this.context.globalAlpha;
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this.context.save();
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@@ -29009,6 +29021,7 @@ Phaser.Utils.Debug.prototype = {
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*/
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stop: function () {
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this.context.restore();
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this.context.globalAlpha = this.currentAlpha;
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@@ -29366,7 +29379,6 @@ Phaser.Utils.Debug.prototype = {
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this.line('angle: ' + sprite.angle.toFixed(1) + ' rotation: ' + sprite.rotation.toFixed(1));
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this.line('visible: ' + sprite.visible + ' in camera: ' + sprite.inCamera);
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this.line('body x: ' + sprite.body.x.toFixed(1) + ' y: ' + sprite.body.y.toFixed(1));
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this.stop();
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// 0 = scaleX
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// 1 = skewY
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@@ -29382,12 +29394,13 @@ Phaser.Utils.Debug.prototype = {
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// this.line('ty: ' + sprite.worldTransform[5]);
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// this.line('skew x: ' + sprite.worldTransform[3]);
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// this.line('skew y: ' + sprite.worldTransform[1]);
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// this.line('dx: ' + sprite.body.deltaX());
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// this.line('dy: ' + sprite.body.deltaY());
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this.line('deltaX: ' + sprite.body.deltaX());
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this.line('deltaY: ' + sprite.body.deltaY());
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// this.line('sdx: ' + sprite.deltaX());
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// this.line('sdy: ' + sprite.deltaY());
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// this.line('inCamera: ' + this.game.renderer.spriteRenderer.inCamera(this.game.camera, sprite));
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this.stop();
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},
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@@ -30741,10 +30754,28 @@ Phaser.Physics.Arcade.prototype = {
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* @param object2 The second GameObject to separate
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* @returns {boolean} Returns true if the objects were separated, otherwise false.
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*/
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separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) {
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separateTile: function (body, tile) {
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var separatedX = this.separateTileX(object.body, x, y, width, height, mass, collideLeft, collideRight, separateX);
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var separatedY = this.separateTileY(object.body, x, y, width, height, mass, collideUp, collideDown, separateY);
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var separatedX = this.separateTileX(body, tile, true);
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var separatedY = this.separateTileY(body, tile, true);
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/*
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if (separatedX)
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{
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console.log('x overlap', this._overlap);
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}
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if (separatedY)
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{
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console.log('y overlap', this._overlap);
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}
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if (separatedX || separatedY)
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{
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return true;
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}
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*/
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if (separatedX || separatedY)
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{
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@@ -30761,59 +30792,53 @@ Phaser.Physics.Arcade.prototype = {
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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OLDseparateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
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separateTileX: function (body, tile, separate) {
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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if (body.immovable || body.deltaX() == 0 || Phaser.Rectangle.intersects(body.hullX, tile) == false)
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{
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return false;
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}
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// First, get the object delta
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this._overlap = 0;
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// console.log('separatedX', x, y, object.deltaX());
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// The hulls overlap, let's process it
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this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
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if (object.deltaX() != 0)
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console.log('sx hulls over');
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console.log('x', body.hullX.x, 'y', body.hullX.y, 'bottom', body.hullX.y, 'right', body.hullX.right);
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console.log(tile);
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if (body.deltaX() < 0)
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{
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this._bounds1.setTo(object.x, object.y, object.width, object.height);
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// Moving left
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this._overlap = tile.right - body.hullX.x;
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if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
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console.log('sx left', this._overlap);
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if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
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{
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// The hulls overlap, let's process it
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this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
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this._overlap = 0;
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}
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else
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{
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body.touching.left = true;
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}
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}
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else
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{
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// Moving right
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this._overlap = body.hullX.right - tile.x;
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// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
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// in which case we didn't ought to separate because it'll look like tunneling
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console.log('sx right', this._overlap);
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if (object.deltaX() > 0)
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{
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// Going right ...
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this._overlap = object.x + object.width - x;
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if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.right = true;
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}
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}
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else if (object.deltaX() < 0)
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{
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// Going left ...
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this._overlap = object.x - width - x;
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if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.left = true;
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}
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}
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if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
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{
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this._overlap = 0;
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}
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else
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{
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body.touching.right = true;
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}
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}
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@@ -30822,21 +30847,37 @@ Phaser.Physics.Arcade.prototype = {
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{
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if (separate)
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{
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object.x = object.x - this._overlap;
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if (object.bounce.x == 0)
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if (body.deltaX() < 0)
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{
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object.velocity.x = 0;
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console.log('sx sep left 1', body.x);
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body.x = body.x + this._overlap;
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console.log('sx sep left 2', body.x);
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}
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else
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{
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object.velocity.x = -object.velocity.x * object.bounce.x;
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console.log('sx sep right 1', body.x);
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body.x = body.x - this._overlap;
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console.log('sx sep right 2', body.x);
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}
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if (body.bounce.x == 0)
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{
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body.velocity.x = 0;
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}
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else
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{
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body.velocity.x = -body.velocity.x * body.bounce.x;
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}
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body.updateHulls();
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}
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console.log('%c ', 'background: #7f7f7f')
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return true;
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}
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else
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{
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console.log('%c ', 'background: #7f7f7f')
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return false;
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}
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@@ -30848,60 +30889,45 @@ Phaser.Physics.Arcade.prototype = {
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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OLDseparateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
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separateTileY: function (body, tile, separate) {
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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if (body.immovable || body.deltaY() == 0 || Phaser.Rectangle.intersects(body.hullY, tile) == false)
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{
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return false;
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}
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// First, get the object delta
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this._overlap = 0;
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if (object.deltaY() != 0)
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// The hulls overlap, let's process it
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this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS;
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if (body.deltaY() < 0)
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{
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this._bounds1.setTo(object.x, object.y, object.width, object.height);
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// Moving up
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this._overlap = tile.bottom - body.hullY.y;
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if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
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if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
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{
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// The hulls overlap, let's process it
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this._overlap = 0;
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}
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else
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{
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body.touching.up = true;
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}
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}
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else
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{
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// Moving down
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this._overlap = body.hullY.bottom - tile.y;
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// Not currently used, may need it so keep for now
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this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
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// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
|
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// in which case we didn't ought to separate because it'll look like tunneling
|
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|
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if (object.deltaY() > 0)
|
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{
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// Going down ...
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this._overlap = object.bottom - y;
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// if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
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if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
|
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{
|
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this._overlap = 0;
|
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}
|
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else
|
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{
|
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object.touching.down = true;
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}
|
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}
|
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else
|
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{
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// Going up ...
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||||
this._overlap = object.y - height - y;
|
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|
||||
if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.up = true;
|
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}
|
||||
}
|
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if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.touching.down = true;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -30910,17 +30936,27 @@ Phaser.Physics.Arcade.prototype = {
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
object.y = object.y - this._overlap;
|
||||
|
||||
if (object.bounce.y == 0)
|
||||
if (body.deltaY() < 0)
|
||||
{
|
||||
object.velocity.y = 0;
|
||||
body.y = body.y + this._overlap;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.y = -object.velocity.y * object.bounce.y;
|
||||
body.y = body.y - this._overlap;
|
||||
}
|
||||
|
||||
if (body.bounce.y == 0)
|
||||
{
|
||||
body.velocity.y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.velocity.y = -body.velocity.y * body.bounce.y;
|
||||
}
|
||||
|
||||
body.updateHulls();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
else
|
||||
@@ -30928,167 +30964,6 @@ Phaser.Physics.Arcade.prototype = {
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
this._overlap = 0;
|
||||
|
||||
// Do we have any overlap at all?
|
||||
if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
|
||||
{
|
||||
this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
|
||||
|
||||
if (object.deltaX() == 0)
|
||||
{
|
||||
// Object is either stuck inside the tile or only overlapping on the Y axis
|
||||
}
|
||||
else if (object.deltaX() > 0)
|
||||
{
|
||||
// Going right ...
|
||||
|
||||
|
||||
|
||||
this._overlap = object.x + object.width - x;
|
||||
|
||||
if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.right = true;
|
||||
}
|
||||
}
|
||||
else if (object.deltaX() < 0)
|
||||
{
|
||||
// Going left ...
|
||||
this._overlap = object.x - width - x;
|
||||
|
||||
if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.left = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
// console.log('x over', this._overlap);
|
||||
object.x = object.x - this._overlap;
|
||||
|
||||
if (object.bounce.x == 0)
|
||||
{
|
||||
object.velocity.x = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.x = -object.velocity.x * object.bounce.x;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
this._overlap = 0;
|
||||
|
||||
if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
|
||||
{
|
||||
this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
|
||||
|
||||
if (object.deltaY() == 0)
|
||||
{
|
||||
// Object is stuck inside a tile and not moving
|
||||
}
|
||||
else if (object.deltaY() > 0)
|
||||
{
|
||||
// Going down ...
|
||||
this._overlap = object.bottom - y;
|
||||
|
||||
// if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
|
||||
if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.down = true;
|
||||
}
|
||||
}
|
||||
else if (object.deltaY() < 0)
|
||||
{
|
||||
// Going up ...
|
||||
this._overlap = object.y - height - y;
|
||||
|
||||
if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.up = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
// console.log('y over', this._overlap);
|
||||
|
||||
if (separate)
|
||||
{
|
||||
object.y = object.y - this._overlap;
|
||||
|
||||
if (object.bounce.y == 0)
|
||||
{
|
||||
object.velocity.y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.y = -object.velocity.y * object.bounce.y;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
@@ -32641,10 +32516,36 @@ Phaser.Tile = function (tileset, index, x, y, width, height) {
|
||||
*/
|
||||
this.separateY = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} collisionCallback - Tilemap collision callback.
|
||||
* @default
|
||||
*/
|
||||
this.collisionCallback = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} collisionCallback - Tilemap collision callback.
|
||||
* @default
|
||||
*/
|
||||
this.collisionCallbackContext = this;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Tile.prototype = {
|
||||
|
||||
/**
|
||||
* Set callback to be called when this tilemap collides.
|
||||
*
|
||||
* @method Phaser.Tilemap.prototype.setCollisionCallback
|
||||
* @param {Function} callback - Callback function.
|
||||
* @param {object} context - Callback will be called with this context.
|
||||
*/
|
||||
setCollisionCallback: function (callback, context) {
|
||||
|
||||
this.collisionCallbackContext = context;
|
||||
this.collisionCallback = callback;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Clean up memory.
|
||||
* @method destroy
|
||||
@@ -32750,6 +32651,8 @@ Phaser.Tilemap = function (game, key) {
|
||||
this.layers = [];
|
||||
}
|
||||
|
||||
console.log(this.layers);
|
||||
|
||||
this.currentLayer = 0;
|
||||
|
||||
this.debugMap = [];
|
||||
@@ -32808,6 +32711,23 @@ Phaser.Tilemap.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
|
||||
* @param {number} x - X position of the point in target tile.
|
||||
* @param {number} y - Y position of the point in target tile.
|
||||
* @param {number} [layer] - layer of this tile located.
|
||||
* @return {Tile} The tile with specific properties.
|
||||
*/
|
||||
getTileFromWorldXY: function (x, y, layer) {
|
||||
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer; }
|
||||
|
||||
|
||||
|
||||
// return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Set a specific tile with its x and y in tiles.
|
||||
* @method putTile
|
||||
@@ -32824,6 +32744,38 @@ Phaser.Tilemap.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Set a specific tile with its x and y in tiles.
|
||||
* @method putTileWorldXY
|
||||
* @param {number} x - X position of this tile in world coordinates.
|
||||
* @param {number} y - Y position of this tile in world coordinates.
|
||||
* @param {number} index - The index of this tile type in the core map data.
|
||||
*/
|
||||
putTileWorldXY: function (x, y, index) {
|
||||
|
||||
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
|
||||
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
|
||||
|
||||
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
|
||||
{
|
||||
this.layers[this.currentLayer].data[y][x] = index;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
||||
// swapTile
|
||||
// fillTile
|
||||
// randomiseTiles
|
||||
// replaceTiles
|
||||
|
||||
removeAllLayers: function () {
|
||||
|
||||
this.layers.length = 0;
|
||||
this.currentLayer = 0;
|
||||
|
||||
},
|
||||
|
||||
dump: function () {
|
||||
|
||||
var txt = '';
|
||||
@@ -32858,6 +32810,13 @@ Phaser.Tilemap.prototype = {
|
||||
args[0] = txt;
|
||||
console.log.apply(console, args);
|
||||
|
||||
},
|
||||
|
||||
destroy: function () {
|
||||
|
||||
this.removeAllLayers();
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
@@ -32970,6 +32929,11 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
||||
* @private
|
||||
*/
|
||||
this._ty = 0;
|
||||
|
||||
this._results = [];
|
||||
|
||||
this._tw = 0;
|
||||
this._th = 0;
|
||||
|
||||
/**
|
||||
* @property {number} _tl - Local render loop var to help avoid gc spikes.
|
||||
@@ -33008,9 +32972,11 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
||||
this._y = 0;
|
||||
this._prevX = 0;
|
||||
this._prevY = 0;
|
||||
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
if (typeof tileset === 'string')
|
||||
if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
|
||||
{
|
||||
this.updateTileset(tileset);
|
||||
}
|
||||
@@ -33026,19 +32992,120 @@ Phaser.TilemapLayer.prototype = {
|
||||
|
||||
updateTileset: function (tileset) {
|
||||
|
||||
this.tileset = this.game.cache.getTileset(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();
|
||||
|
||||
},
|
||||
|
||||
updateMapData: function (tilemap, layerID) {
|
||||
updateMapData: function (tilemap, layer) {
|
||||
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layerID];
|
||||
if (typeof layer === 'undefined')
|
||||
{
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
this.updateMax();
|
||||
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;
|
||||
|
||||
},
|
||||
|
||||
@@ -33444,11 +33511,43 @@ Phaser.Tileset.prototype = {
|
||||
|
||||
},
|
||||
|
||||
canCollide: function (index) {
|
||||
|
||||
if (this.tiles[index])
|
||||
{
|
||||
return this.tiles[index].collideNone;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
},
|
||||
|
||||
checkTileIndex: function (index) {
|
||||
|
||||
return (this.tiles[index]);
|
||||
|
||||
}
|
||||
},
|
||||
|
||||
setCollisionRange: function (start, stop, left, right, up, down) {
|
||||
|
||||
if (this.tiles[start] && this.tiles[stop] && start < stop)
|
||||
{
|
||||
for (var i = start; i <= stop; i++)
|
||||
{
|
||||
this.tiles[i].setCollision(left, right, up, down);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
setCollision: function (index, left, right, up, down) {
|
||||
|
||||
if (this.tiles[index])
|
||||
{
|
||||
this.tiles[index].setCollision(left, right, up, down);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user