New unified Tiled loader.

This commit is contained in:
photonstorm
2013-12-18 04:40:10 +00:00
parent 4ada28ba81
commit b2c680811b
13 changed files with 3806 additions and 3391 deletions
+28 -46
View File
@@ -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 <code>TileSprite</code>.
* 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 <code>Text</code>.
* 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 <code>Button</code> 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 <code>Graphics</code> 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 <code>BitmapText</code>.
* * 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.