diff --git a/README.md b/README.md index 4eeade0e..cee81c2e 100644 --- a/README.md +++ b/README.md @@ -47,6 +47,7 @@ Version 1.1.4 - "Kandor" - In development Significant API changes: * Loader.tileset has a new method signature. Please use the new format: load.tileset(key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total). +* TilemapLayers are now created via the Tilemap object itself: map.createLayer(x, y, width, height, tileset, layer, group) and no longer via the GameObjectFactory. New features: @@ -56,6 +57,7 @@ New features: * Added Device.vibration to check if the Vibration API is available or not. * Added Device.trident and Device.tridentVersion for testing IE11. * Added Device.silk for detecting a Kindle Fire and updated desktop OS check to exclude Kindles (thanks LuckieLordie) +* TilemapLayers now have debug and debugAlpha values, this turns on the drawing of the collision edges (very handy for debugging, as the name implies!) New Examples: diff --git a/examples/assets/maps/SuperMarioBros-World1-1_bank.png b/examples/assets/maps/SuperMarioBros-World1-1_bank.png new file mode 100644 index 00000000..919030fe Binary files /dev/null and b/examples/assets/maps/SuperMarioBros-World1-1_bank.png differ diff --git a/examples/assets/maps/SuperMarioBros-World1-1_map.tmx b/examples/assets/maps/SuperMarioBros-World1-1_map.tmx index b2d619ce..d2f5cbfe 100644 --- a/examples/assets/maps/SuperMarioBros-World1-1_map.tmx +++ b/examples/assets/maps/SuperMarioBros-World1-1_map.tmx @@ -1,3190 +1,3201 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 1, 1, 1, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 1, 1, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40], "height":15, - "name":"ShoeBox Tile Grab", + "name":"World1", "opacity":1, + "properties": + { + "time":"1000" + }, "type":"tilelayer", "visible":true, "width":212, @@ -14,7 +18,7 @@ "orientation":"orthogonal", "properties": { - + "mapProp":"123" }, "tileheight":16, "tilesets":[ @@ -31,6 +35,13 @@ }, "spacing":0, "tileheight":16, + "tileproperties": + { + "10": + { + "coin":"true" + } + }, "tilewidth":16 }], "tilewidth":16, diff --git a/examples/wip/tilemap.js b/examples/wip/tilemap.js index fef45146..85ba269e 100644 --- a/examples/wip/tilemap.js +++ b/examples/wip/tilemap.js @@ -24,7 +24,7 @@ var sprite; function create() { - map = game.add.tilemap('map'); + map = game.add.tilemap('map', 'tiles'); map.setCollisionByIndex(15); map.setCollisionByIndex(40); @@ -32,13 +32,8 @@ function create() { map.setCollisionByIndexRange(20, 25); map.setCollisionByIndexRange(27, 29); - - - // Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) { - // Need to get the x,y values working (adjust cameraOffset values) - layer = game.add.tilemapLayer(0, 0, 800, 600, 'tiles', map, 0); + layer = map.createLayer(0, 0, 800, 600, 'ShoeBox Tile Grab'); layer.debug = true; - layer.debugAlpha = 0.3; diff --git a/src/gameobjects/GameObjectFactory.js b/src/gameobjects/GameObjectFactory.js index 23b46980..e42d1723 100644 --- a/src/gameobjects/GameObjectFactory.js +++ b/src/gameobjects/GameObjectFactory.js @@ -93,7 +93,7 @@ Phaser.GameObjectFactory.prototype = { * A Group is a container for display objects that allows for fast pooling, recycling and collision checks. * * @method Phaser.GameObjectFactory#group - * @param {*} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. + * @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any. * @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging. * @return {Phaser.Group} The newly created group. */ @@ -104,7 +104,7 @@ Phaser.GameObjectFactory.prototype = { }, /** - * Creates a new instance of the Sound class. + * Creates a new Sound object. * * @method Phaser.GameObjectFactory#audio * @param {string} key - The Game.cache key of the sound that this object will use. @@ -120,7 +120,23 @@ Phaser.GameObjectFactory.prototype = { }, /** - * Creates a new TileSprite. + * Creates a new Sound object. + * + * @method Phaser.GameObjectFactory#sound + * @param {string} key - The Game.cache key of the sound that this object will use. + * @param {number} [volume=1] - The volume at which the sound will be played. + * @param {boolean} [loop=false] - Whether or not the sound will loop. + * @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio. + * @return {Phaser.Sound} The newly created text object. + */ + sound: function (key, volume, loop, connect) { + + return this.game.sound.add(key, volume, loop, connect); + + }, + + /** + * Creates a new TileSprite object. * * @method Phaser.GameObjectFactory#tileSprite * @param {number} x - X position of the new tileSprite. @@ -141,7 +157,7 @@ Phaser.GameObjectFactory.prototype = { }, /** - * Creates a new Text. + * Creates a new Text object. * * @method Phaser.GameObjectFactory#text * @param {number} x - X position of the new text object. @@ -160,7 +176,7 @@ Phaser.GameObjectFactory.prototype = { }, /** - * Creates a new Button object. + * Creates a new Button object. * * @method Phaser.GameObjectFactory#button * @param {number} [x] X position of the new button object. @@ -183,7 +199,7 @@ Phaser.GameObjectFactory.prototype = { }, /** - * Creates a new Graphics object. + * Creates a new Graphics object. * * @method Phaser.GameObjectFactory#graphics * @param {number} x - X position of the new graphics object. @@ -217,7 +233,7 @@ Phaser.GameObjectFactory.prototype = { }, /** - * * Create a new BitmapText. + * * Create a new BitmapText object. * * @method Phaser.GameObjectFactory#bitmapText * @param {number} x - X position of the new bitmapText object. @@ -239,47 +255,13 @@ Phaser.GameObjectFactory.prototype = { * Creates a new Tilemap object. * * @method Phaser.GameObjectFactory#tilemap - * @param {string} key - Asset key for the JSON file. + * @param {string} key - Asset key for the JSON or CSV map data in the cache. + * @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used. * @return {Phaser.Tilemap} The newly created tilemap object. */ - tilemap: function (key) { + tilemap: function (key, tilesets) { - return new Phaser.Tilemap(this.game, key); - - }, - - /** - * Creates a new Tileset object. - * - * @method Phaser.GameObjectFactory#tileset - * @param {string} key - The image key as defined in the Game.Cache to use as the tileset. - * @return {Phaser.Tileset} The newly created tileset object. - */ - tileset: function (key) { - - return this.game.cache.getTileset(key); - - }, - - /** - * Creates a new Tilemap Layer object. By default TilemapLayers are fixed to the camera. - * - * @method Phaser.GameObjectFactory#tilemapLayer - * @param {number} x - X position of the new tilemapLayer. - * @param {number} y - Y position of the new tilemapLayer. - * @param {number} width - the width of the tilemapLayer. - * @param {number} height - the height of the tilemapLayer. - * @param {Phaser.Tileset|string} tileset - The tile set used for rendering. - * @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. - * @param {number|string} [layer=0] - The layer within the tilemap this TilemapLayer represents. - * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. - * @return {Phaser.TilemapLayer} The newly created tilemaplayer object. - */ - tilemapLayer: function (x, y, width, height, tileset, tilemap, layer, group) { - - if (typeof group === 'undefined') { group = this.world; } - - return group.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer)); + return new Phaser.Tilemap(this.game, key, tilesets); }, @@ -303,7 +285,7 @@ Phaser.GameObjectFactory.prototype = { }, /** - * A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites. + * Experimental: A BitmapData object which can be manipulated and drawn to like a traditional Canvas object and used to texture Sprites. * * @method Phaser.GameObjectFactory#bitmapData * @param {number} [width=256] - The width of the BitmapData in pixels. diff --git a/src/tilemap/Tile.js b/src/tilemap/Tile.js index 96e0bb9f..e5fd20c5 100644 --- a/src/tilemap/Tile.js +++ b/src/tilemap/Tile.js @@ -5,28 +5,21 @@ */ /** -* Create a new `Tile` object. Tiles live inside of Tilesets and are rendered via TilemapLayers. +* Create a new `Tile` object. * * @class Phaser.Tile -* @classdesc A Tile is a single representation of a tile within a Tilemap. +* @classdesc A Tile is a representation of a single tile within the Tilemap. * @constructor -* @param {Phaser.Tileset} tileset - The tileset this tile belongs to. * @param {number} index - The index of this tile type in the core map data. * @param {number} x - The x coordinate of this tile. * @param {number} y - The y coordinate of this tile. * @param {number} width - Width of the tile. * @param {number} height - Height of the tile. */ -// Phaser.Tile = function (tileset, index, x, y, width, height) { Phaser.Tile = function (index, x, y, width, height) { /** - * @property {Phaser.Tileset} tileset - The tileset this tile belongs to. - */ - // this.tileset = tileset; - - /** - * @property {number} index - The index of this tile within the tileset. + * @property {number} index - The index of this tile within the map. */ this.index = index; @@ -55,25 +48,36 @@ Phaser.Tile = function (index, x, y, width, height) { */ this.alpha = 1; - // Any extra meta data info we need here + /** + * @property {object} properties - Tile specific properties. + */ + this.properties = {}; /** - * @property {number} mass - The virtual mass of the tile. - * @default + * @property {boolean} faceTop - Is the top of this tile an interesting edge? */ - // this.mass = 1.0; - - - // Keep track of our interesting faces this.faceTop = false; + + /** + * @property {boolean} faceBottom - Is the bottom of this tile an interesting edge? + */ this.faceBottom = false; + + /** + * @property {boolean} faceLeft - Is the left of this tile an interesting edge? + */ this.faceLeft = false; + + /** + * @property {boolean} faceRight - Is the right of this tile an interesting edge? + */ this.faceRight = false; + /** + * @property {boolean} collides - Does this tile collide at all? + */ this.collides = false; - - /** * @property {boolean} collideNone - Indicating this Tile doesn't collide at all. * @default @@ -152,7 +156,9 @@ Phaser.Tile.prototype = { */ destroy: function () { - this.tileset = null; + this.collisionCallback = null; + this.collisionCallbackContext = null; + this.properties = null; }, diff --git a/src/tilemap/Tilemap.js b/src/tilemap/Tilemap.js index 080e43bc..c2c716a6 100644 --- a/src/tilemap/Tilemap.js +++ b/src/tilemap/Tilemap.js @@ -12,8 +12,9 @@ * @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. +* @param {object|string} tilesets - An object mapping Cache.tileset keys with the tileset names in the JSON file. If a string is provided that will be used. */ -Phaser.Tilemap = function (game, key) { +Phaser.Tilemap = function (game, key, tilesets) { /** * @property {Phaser.Game} game - A reference to the currently running Game. @@ -23,7 +24,7 @@ Phaser.Tilemap = function (game, key) { /** * @property {array} layers - An array of Tilemap layer data. */ - this.layers = null; + this.layers = []; if (typeof key === 'string') { @@ -31,16 +32,17 @@ Phaser.Tilemap = function (game, key) { this.layers = game.cache.getTilemapData(key).layers; } - else - { - this.layers = []; - } /** * @property {number} currentLayer - The current layer. */ this.currentLayer = 0; + /** + * @property {array} tilesets - An array of Tilesets. + */ + this.tilesets = []; + /** * @property {array} debugMap - Map data used for debug values only. */ @@ -64,6 +66,11 @@ Phaser.Tilemap = function (game, key) { */ this._tempB = 0; + if (this.layers.length > 0) + { + this.addTilesets(tilesets); + } + }; /** @@ -80,6 +87,14 @@ Phaser.Tilemap.TILED_JSON = 1; Phaser.Tilemap.prototype = { + addTilesets: function (tilesets) { + + // parse the tilesets array and set-up gid mappings + + + }, + + /** * Creates an empty map of the given dimensions. * @@ -123,22 +138,44 @@ Phaser.Tilemap.prototype = { }, /** - * Sets collision values on a range of tiles in the set. + * Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera. * - * @method Phaser.Tileset#createTilemapLayer - * @param {number} x - X position of the new tilemapLayer. - * @param {number} y - Y position of the new tilemapLayer. - * @param {number} width - the width of the tilemapLayer. - * @param {number} height - the height of the tilemapLayer. - * @param {Phaser.Tileset|string} tileset - The tile set used for rendering. - * @param {number|string} [layer=0] - The layer within the tilemap this TilemapLayer represents. + * @method Phaser.Tileset#createLayer + * @param {number} x - Camera Offset X position of the layer. + * @param {number} y - Camera Offset Y position of the layer. + * @param {number} width - The rendered width of the layer, should never be wider than Game.width. + * @param {number} height - The rendered height of the layer, should never be wider than Game.height. + * @param {number|string} layer - The layer number, or if a string is given the layer name, within the map data that this TilemapLayer represents. + * @param {Phaser.Tileset|string} [tileset] - The Phaser.Tileset this layer will use for rendering. If none given it will render using rectangles. * @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group. + * @return {Phaser.TilemapLayer} The TilemapLayer object. This is an extension of Phaser.Sprite and can be moved around the display list accordingly. */ - createTilemapLayer: function (x, y, renderWidth, renderHeight, tileset, layer, group) { + createLayer: function (x, y, width, height, layer, tileset, group) { if (typeof group === 'undefined') { group = this.game.world; } - return group.add(new Phaser.TilemapLayer(this.game, x, y, renderWidth, renderHeight, tileset, this, layer)); + return group.add(new Phaser.TilemapLayer(this.game, x, y, width, height, this, layer, tileset)); + + }, + + /** + * Gets the layer index based on a layer name. + * + * @method Phaser.Tileset#getLayerIndex + * @param {string} name - The name of the layer to get. + * @return {number} The index of the layer in this tilemap, or null if not found. + */ + getLayerIndex: function (name) { + + for (var i = 0; i < this.layers.length; i++) + { + if (this.layers[i].name === name) + { + return i; + } + } + + return null; }, @@ -222,9 +259,9 @@ Phaser.Tilemap.prototype = { // console.log(this.layers[layer].width, 'x', this.layers[layer].height); - for (var y = 0; y < this.layers[layer].height; y++) + for (var y = 0, h = this.layers[layer].height; y < h; y++) { - for (var x = 0; x < this.layers[layer].width; x++) + for (var x = 0, w = this.layers[layer].width; x < w; x++) { var tile = this.layers[layer].data[y][x]; @@ -371,6 +408,7 @@ Phaser.Tilemap.prototype = { { this.layers[layer].data[y][x] = index; this.layers[layer].dirty = true; + this.calculateFaces(layer); } }, @@ -437,6 +475,7 @@ Phaser.Tilemap.prototype = { { this.layers[layer].data[y][x] = index; this.layers[layer].dirty = true; + this.calculateFaces(layer); } }, @@ -531,6 +570,8 @@ Phaser.Tilemap.prototype = { } this.layers[layer].dirty = true; + this.calculateFaces(layer); + }, /** diff --git a/src/tilemap/TilemapLayer.js b/src/tilemap/TilemapLayer.js index 3db145b1..df82f07d 100644 --- a/src/tilemap/TilemapLayer.js +++ b/src/tilemap/TilemapLayer.js @@ -14,11 +14,11 @@ * @param {number} y - The y coordinate of this layer. * @param {number} renderWidth - Width of the renderable area of the layer. * @param {number} renderHeight - Height of the renderable area of the layer. -* @param {Phaser.Tileset|string} tileset - The tile set used for rendering. * @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. -* @param {number|string} [layer=0] - The layer within the tilemap this TilemapLayer represents. +* @param {number|string} layer - The layer within the tilemap this TilemapLayer represents. +* @param {Phaser.Tileset|string} [tileset] - The Tileset used for rendering. If none given the tiles are drawn as rectangles. */ -Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) { +Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tilemap, layer, tileset) { /** * @property {Phaser.Game} game - A reference to the currently running Game. @@ -95,6 +95,12 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, */ this.tileSpacing = 0; + /** + * @property {string} tileColor - If no tile set is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format. + * @default + */ + this.tileColor = 'rgb(255, 255, 255)'; + /** * @property {boolean} debug - If set to true the collideable tile edges path will be rendered. * @default @@ -107,6 +113,24 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, */ this.debugAlpha = 0.5; + /** + * @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format. + * @default + */ + this.debugColor = 'rgba(0, 255, 0, 1)'; + + /** + * @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around. + * @default + */ + this.debugFill = false; + + /** + * @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format. + * @default + */ + this.debugFillColor = 'rgba(0, 255, 0, 0.2)'; + /** * @property {number} widthInPixels - Do NOT recommend changing after the map is loaded! * @readonly @@ -129,6 +153,42 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, */ this.renderHeight = renderHeight; + /** + * @property {number} scrollFactorX - speed at which this layer scrolls + * horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls + * half as quickly as the 'normal' camera-locked layers do) + * @default 1 + */ + this.scrollFactorX = 1; + + /** + * @property {number} scrollFactorY - speed at which this layer scrolls + * vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls + * half as quickly as the 'normal' camera-locked layers do) + * @default 1 + */ + this.scrollFactorY = 1; + + /** + * @property {Phaser.Tilemap} tilemap - The Tilemap to which this layer is bound. + */ + this.tilemap = tilemap; + + /** + * @property {object} layer - The layer object within the Tilemap that this layer represents. + */ + this.layer = null; + + /** + * @property {number} index - The index of this layer within the Tilemap. + */ + this.index = 0; + + /** + * @property {boolean} dirty - Flag controlling when to re-render the layer. + */ + this.dirty = true; + /** * @property {number} _ga - Local render loop var to help avoid gc spikes. * @private @@ -243,52 +303,13 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, */ this._prevY = 0; - /** - * @property {number} scrollFactorX - speed at which this layer scrolls - * horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls - * half as quickly as the 'normal' camera-locked layers do) - * @default 1 - */ - this.scrollFactorX = 1; - - /** - * @property {number} scrollFactorY - speed at which this layer scrolls - * vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls - * half as quickly as the 'normal' camera-locked layers do) - * @default 1 - */ - this.scrollFactorY = 1; - - /** - * @property {Phaser.Tilemap} tilemap - The Tilemap to which this layer is bound. - */ - this.tilemap = null; - - /** - * @property {object} layer - The layer object within the Tilemap that this layer represents. - */ - this.layer = null; - - /** - * @property {number} index - The index of this layer within the Tilemap. - */ - this.index = 0; - - /** - * @property {boolean} dirty - Flag controlling when to re-render the layer. - */ - this.dirty = true; + this.updateMapData(layer); if (tileset instanceof Phaser.Tileset || typeof tileset === 'string') { this.updateTileset(tileset); } - if (tilemap instanceof Phaser.Tilemap) - { - this.updateMapData(tilemap, layer); - } - }; Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype); @@ -340,7 +361,7 @@ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) { } else if (typeof tileset === 'string') { - this.tileset = this.game.cache.getTileset('tiles'); + this.tileset = this.game.cache.getTileset(tileset); } else { @@ -352,6 +373,8 @@ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) { this.tileMargin = this.tileset.tileMargin; this.tileSpacing = this.tileset.tileSpacing; + // Need to work out the firstgid + this.updateMax(); } @@ -361,27 +384,22 @@ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) { * * @method Phaser.TilemapLayer#updateMapData * @memberof Phaser.TilemapLayer -* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. -* @param {number} layer - The layer index within the map. +* @param {number} layerIndex - The layer index within the map. */ -Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) { +Phaser.TilemapLayer.prototype.updateMapData = function (layerIndex) { - if (tilemap instanceof Phaser.Tilemap) + if (typeof layerIndex === 'string') { - if (typeof layer === 'undefined') - { - layer = 0; - } - - this.tilemap = tilemap; - this.layer = this.tilemap.layers[layer]; - this.tileWidth = this.layer.tileWidth; - this.tileHeight = this.layer.tileHeight; - this.index = layer; - this.updateMax(); - this.tilemap.layers[layer].dirty = true; + layerIndex = tilemap.getLayerIndex(layerIndex); } + this.layer = this.tilemap.layers[layerIndex]; + this.tileWidth = this.layer.tileWidth; + this.tileHeight = this.layer.tileHeight; + this.index = layerIndex; + this.updateMax(); + this.tilemap.layers[layerIndex].dirty = true; + } /** @@ -818,6 +836,11 @@ Phaser.TilemapLayer.prototype.render = function () { this.context.globalAlpha = this.debugAlpha; } + if (!this.tileset) + { + this.context.fillStyle = this.tileColor; + } + for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++) { this._column = this.layer.data[y]; @@ -840,6 +863,10 @@ Phaser.TilemapLayer.prototype.render = function () { this.tileHeight ); } + else if (tile) + { + this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.tileWidth, this.tileHeight); + } this._tx += this.tileWidth; @@ -873,13 +900,18 @@ Phaser.TilemapLayer.prototype.render = function () { } +/** +* Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true. +* @method Phaser.TilemapLayer#renderDebug +* @memberof Phaser.TilemapLayer +*/ Phaser.TilemapLayer.prototype.renderDebug = function () { this._tx = this._dx; this._ty = this._dy; - this.context.fillStyle = 'rgba(0, 255, 0, 0.3)'; - this.context.strokeStyle = 'rgb(0, 255, 0)'; + this.context.strokeStyle = this.debugColor; + this.context.fillStyle = this.debugFillColor; for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++) { @@ -893,7 +925,10 @@ Phaser.TilemapLayer.prototype.renderDebug = function () { { this._tx = Math.floor(this._tx); - // this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight); + if (this.debugFill) + { + this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight); + } this.context.beginPath(); @@ -922,7 +957,6 @@ Phaser.TilemapLayer.prototype.renderDebug = function () { } this.context.stroke(); - // this.context.strokeRect(this._tx, this._ty, this.tileWidth, this.tileHeight); } this._tx += this.tileWidth; diff --git a/src/tilemap/TilemapParser.js b/src/tilemap/TilemapParser.js index 64f9da18..4b6100c1 100644 --- a/src/tilemap/TilemapParser.js +++ b/src/tilemap/TilemapParser.js @@ -133,27 +133,19 @@ Phaser.TilemapParser = { */ parseTiledJSON: function (json) { - // Let's work out which tilesets are in here - var tilesets = []; - - for (var i = 0; i < json.tilesets.length; i++) - { - tilesets.push(json.tilesets[i].firstgid); - } + // Map data will consist of: layers, objects, images, tilesets + var map = {}; + // Tile Layers var layers = []; for (var i = 0; i < json.layers.length; i++) { - // Check it's a data layer - if (!json.layers[i].data) + if (json.layers[i].type !== 'tilelayer') { continue; } - // json.tilewidth - // json.tileheight - var layer = { name: json.layers[i].name, @@ -169,10 +161,6 @@ Phaser.TilemapParser = { indexes: [], - // tileset specific - // tileMargin: json.tilesets[0].margin, - // tileSpacing: json.tilesets[0].spacing - }; if (json.layers[i].properties) @@ -190,7 +178,7 @@ Phaser.TilemapParser = { // If the map contains multiple tilesets then the indexes are relative to that which the set starts from // Need to set which tileset in the cache = which tileset in the JSON, if you do this manually it means you can use the same map data but a new tileset. - for (var t = 0; t < json.layers[i].data.length; t++) + for (var t = 0, len = json.layers[i].data.length; t < len; t++) { // index, x, y, width, height if (json.layers[i].data[t] > 0) @@ -210,36 +198,120 @@ Phaser.TilemapParser = { x = 0; row = []; } - - - /* - if (c === 0) - { - row = []; - } - - row.push(json.layers[i].data[t]); - - c++; - - if (c == json.layers[i].width) - { - output.push(row); - c = 0; - } - */ } layer.data = output; - // Build collision map - // console.log(output); - layers.push(layer); } - return layers; + map.layers = layers; + + // Images + var images = []; + + for (var i = 0; i < json.layers.length; i++) + { + if (json.layers[i].type !== 'imagelayer') + { + continue; + } + + var image = { + + name: json.layers[i].name, + image: json.layers[i].image, + x: json.layers[i].x, + y: json.layers[i].y, + alpha: json.layers[i].opacity, + visible: json.layers[i].visible, + properties: {} + + }; + + if (json.layers[i].properties) + { + image.properties = json.layers[i].properties; + } + + images.push(image); + + } + + map.images = images; + + // Objects + var objects = []; + + for (var i = 0; i < json.layers.length; i++) + { + if (json.layers[i].type !== 'objectgroup') + { + continue; + } + + for (var v = 0; v < json.layers[i].objects.length; v++) + { + // For now we'll just support object tiles + if (json.layers[i].objects[v].gid) + { + var object = { + + gid: json.layers[i].objects[v].gid, + name: json.layers[i].objects[v].name, + x: json.layers[i].objects[v].x, + y: json.layers[i].objects[v].y, + visible: json.layers[i].objects[v].visible, + properties: json.layers[i].objects[v].properties + + }; + + objects.push(object); + } + + } + } + + map.objects = objects; + + // Tilesets + var tilesets = []; + +/* + { + "firstgid":1, + "image":"ground_1x1.png", + "imageheight":32, + "imagewidth":800, + "margin":0, + "name":"ground_1x1", + "properties": + { + + }, + "spacing":0, + "tileheight":32, + "tileproperties": + { + "1": + { + "bounce":"1" + } + }, + "tilewidth":32 + }, + +*/ + + for (var i = 0; i < json.tilesets.length; i++) + { + } + + // Lets build our super tileset index + map.tilesets = tilesets; + + return map; } diff --git a/src/tilemap/Tileset.js b/src/tilemap/Tileset.js index d918c267..e1d90b78 100644 --- a/src/tilemap/Tileset.js +++ b/src/tilemap/Tileset.js @@ -100,7 +100,8 @@ Phaser.Tileset.prototype = { console.log('Building tileset', this.rows, 'x', this.columns, 'total', this.total); - for (var i = this.firstgid; i < this.firstgid + this.total; i++) + // for (var i = this.firstgid; i < this.firstgid + this.total; i++) + for (var i = 0; i < this.total; i++) { // Can add extra properties here as needed this.tiles[i] = [x, y];