Lots of documentation updates and new Loader examples.

This commit is contained in:
photonstorm
2013-11-27 16:33:49 +00:00
parent 4926fac578
commit a9a46bfbbf
27 changed files with 1047 additions and 203 deletions
+182 -51
View File
@@ -1,12 +1,27 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Tile Map object. A Tile map consists of a set of tile data and tile sets. It is rendered to the display using a TilemapLayer.
* A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.
*
* @class Phaser.Tilemap
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {string} [key] - The key of the tilemap data as stored in the Cache.
*/
Phaser.Tilemap = function (game, key) {
/**
* @property {Phaser.Game} game - Description.
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {array} layers - Description.
* @property {array} layers - An array of Tilemap layers.
*/
this.layers = null;
@@ -22,23 +37,64 @@ Phaser.Tilemap = function (game, key) {
this.layers = [];
}
/**
* @property {number} currentLayer - The current layer.
*/
this.currentLayer = 0;
/**
* @property {array} debugMap - Map data used for debug values only.
*/
this.debugMap = [];
/**
* @property {boolean} dirty - Internal rendering related flag.
*/
this.dirty = false;
/**
* @property {array} _results - Internal var.
* @private
*/
this._results = [];
/**
* @property {number} _tempA - Internal var.
* @private
*/
this._tempA = 0;
/**
* @property {number} _tempB - Internal var.
* @private
*/
this._tempB = 0;
};
/**
* @constant
* @type {number}
*/
Phaser.Tilemap.CSV = 0;
/**
* @constant
* @type {number}
*/
Phaser.Tilemap.TILED_JSON = 1;
Phaser.Tilemap.prototype = {
/**
* Creates an empty map of the given dimensions.
*
* @method Phaser.Tilemap#create
* @param {string} name - The name of the map (mostly used for debugging)
* @param {number} width - The width of the map in tiles.
* @param {number} height - The height of the map in tiles.
*/
create: function (name, width, height) {
var data = [];
@@ -53,7 +109,7 @@ Phaser.Tilemap.prototype = {
}
}
this.currentLayer = this.layers.push({
this.layers.push({
name: name,
width: width,
@@ -68,10 +124,17 @@ Phaser.Tilemap.prototype = {
});
this.currentLayer = this.layers.length - 1;
this.dirty = true;
},
/**
* Internal function that calculates the tile indexes for the map data.
*
* @method Phaser.Tilemap#calculateIndexes
*/
calculateIndexes: function () {
for (var layer = 0; layer < this.layers.length; layer++)
@@ -94,6 +157,12 @@ Phaser.Tilemap.prototype = {
},
/**
* Sets the current layer to the given index.
*
* @method Phaser.Tilemap#setLayer
* @param {number} layer - Sets the current layer to the given index.
*/
setLayer: function (layer) {
if (this.layers[layer])
@@ -104,11 +173,12 @@ Phaser.Tilemap.prototype = {
},
/**
* Set a specific tile with its x and y in tiles.
* @method putTile
* @param {number} x - X position of this tile.
* @param {number} y - Y position of this tile.
* @param {number} index - The index of this tile type in the core map data.
* Puts a tile of the given index value at the coordinate specified.
* @method Phaser.Tilemap#putTile
* @param {number} index - The index of this tile to set.
* @param {number} x - X position to place the tile (given in tile units, not pixels)
* @param {number} y - Y position to place the tile (given in tile units, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
putTile: function (index, x, y, layer) {
@@ -123,6 +193,14 @@ Phaser.Tilemap.prototype = {
},
/**
* Gets a tile from the Tilemap Layer. The coordinates are given in tile values.
* @method Phaser.Tilemap#getTile
* @param {number} x - X position to get the tile from (given in tile units, not pixels)
* @param {number} y - Y position to get the tile from (given in tile units, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {number} The index of the tile at the given coordinates.
*/
getTile: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
@@ -134,6 +212,14 @@ Phaser.Tilemap.prototype = {
},
/**
* Gets a tile from the Tilemap layer. The coordinates are given in pixel values.
* @method Phaser.Tilemap#getTileWorldXY
* @param {number} x - X position to get the tile from (given in pixels)
* @param {number} y - Y position to get the tile from (given in pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {number} The index of the tile at the given coordinates.
*/
getTileWorldXY: function (x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
@@ -149,14 +235,19 @@ 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.
* Puts a tile into the Tilemap layer. The coordinates are given in pixel values.
* @method Phaser.Tilemap#putTileWorldXY
* @param {number} index - The index of the tile to put into the layer.
* @param {number} x - X position to insert the tile (given in pixels)
* @param {number} y - Y position to insert the tile (given in pixels)
* @param {number} tileWidth - The width of the tile in pixels.
* @param {number} tileHeight - The height of the tile in pixels.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
putTileWorldXY: function (index, x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
@@ -169,7 +260,16 @@ Phaser.Tilemap.prototype = {
},
// Values are in TILEs, not pixels.
/**
* Copies all of the tiles in the given rectangular block into the tilemap data buffer.
* @method Phaser.Tilemap#copy
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} width - The width of the area to copy (given in tiles, not pixels)
* @param {number} height - The height of the area to copy (given in tiles, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {array} An array of the tiles that were copied.
*/
copy: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
@@ -221,6 +321,14 @@ Phaser.Tilemap.prototype = {
},
/**
* Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.
* @method Phaser.Tilemap#paste
* @param {number} x - X position of the top left of the area to paste to (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to paste to (given in tiles, not pixels)
* @param {array} tileblock - The block of tiles to paste.
* @param {number} layer - The Tilemap Layer to operate on.
*/
paste: function (x, y, tileblock, layer) {
if (typeof x === "undefined") { x = 0; }
@@ -247,13 +355,13 @@ Phaser.Tilemap.prototype = {
/**
* Swap tiles with 2 kinds of indexes.
* @method swapTile
* @method Phaser.Tilemap#swapTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
*/
swap: function (tileA, tileB, x, y, width, height, layer) {
@@ -273,6 +381,12 @@ Phaser.Tilemap.prototype = {
},
/**
* Internal function that handles the swapping of tiles.
* @method Phaser.Tilemap#swapHandler
* @param {number} value
* @param {number} index
*/
swapHandler: function (value, index) {
if (value.index === this._tempA)
@@ -287,14 +401,15 @@ Phaser.Tilemap.prototype = {
},
/**
* Swap tiles with 2 kinds of indexes.
* @method swapTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
* For each tile in the given area (defined by x/y and width/height) run the given callback.
* @method Phaser.Tilemap#forEach
* @param {number} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
* @param {number} context - The context under which the callback should be run.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
forEach: function (callback, context, x, y, width, height, layer) {
@@ -312,14 +427,15 @@ Phaser.Tilemap.prototype = {
},
/**
* Replaces one type of tile with another.
* @method replace
* Replaces one type of tile with another in the given area (defined by x/y and width/height).
* @method Phaser.Tilemap#replace
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
replace: function (tileA, tileB, x, y, width, height, layer) {
@@ -343,14 +459,15 @@ Phaser.Tilemap.prototype = {
},
/**
* Randomises a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method random
* Randomises a set of tiles in a given area.
* @method Phaser.Tilemap#random
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
random: function (x, y, width, height, layer) {
@@ -385,14 +502,15 @@ Phaser.Tilemap.prototype = {
},
/**
* Randomises a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method random
* Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method Phaser.Tilemap#shuffle
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
shuffle: function (x, y, width, height, layer) {
@@ -416,13 +534,14 @@ Phaser.Tilemap.prototype = {
},
/**
* Fill a tile block with a specific tile index.
* @method fill
* Fill a block with a specific tile index.
* @method Phaser.Tilemap#fill
* @param {number} index - Index of tiles you want to fill with.
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
fill: function (index, x, y, width, height, layer) {
@@ -442,6 +561,10 @@ Phaser.Tilemap.prototype = {
},
/**
* Removes all layers from this tile map.
* @method Phaser.Tilemap#removeAllLayers
*/
removeAllLayers: function () {
this.layers.length = 0;
@@ -449,6 +572,10 @@ Phaser.Tilemap.prototype = {
},
/**
* Dumps the tilemap data out to the console.
* @method Phaser.Tilemap#dump
*/
dump: function () {
var txt = '';
@@ -485,6 +612,10 @@ Phaser.Tilemap.prototype = {
},
/**
* Removes all layers from this tile map and nulls the game reference.
* @method Phaser.Tilemap#destroy
*/
destroy: function () {
this.removeAllLayers();