Started revamp of the Tilemap system. Also removed old 'Advanced Physics' and dropped in p2.js which is what I hope we'll eventually use.

This commit is contained in:
photonstorm
2013-10-11 04:42:11 +01:00
parent a7230aa769
commit b868c2cb1b
72 changed files with 6704 additions and 6454 deletions
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Phaser.TilemapParser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.spriteSheet
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
tileset: function (game, key, tileWidth, tileHeight, tileMax) {
// How big is our image?
var img = game.cache.getTilesetImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
if (tileWidth <= 0)
{
tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
}
if (tileHeight <= 0)
{
tileHeight = Math.floor(-height / Math.min(-1, tileHeight));
}
var row = Math.round(width / tileWidth);
var column = Math.round(height / tileHeight);
var total = row * column;
if (tileMax !== -1)
{
total = tileMax;
}
// Zero or smaller than tile sizes?
if (width == 0 || height == 0 || width < tileWidth || height < tileHeight || total === 0)
{
console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height < given tileWidth/tileHeight");
return null;
}
// Let's create some tiles
var x = 0;
var y = 0;
var tileset = new Phaser.Tileset(key, tileWidth, tileHeight);
for (var i = 0; i < total; i++)
{
tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight));
x += tileWidth;
if (x === width)
{
x = 0;
y += tileHeight;
}
}
return tileset;
},
/**
* Parse csv map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseCSV
* @param {string} data - CSV map data.
* @param {string} key - Asset key for tileset image.
* @param {number} tileWidth - Width of its tile.
* @param {number} tileHeight - Height of its tile.
*/
parseCSV: function (data, key, tileWidth, tileHeight) {
// var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
if (column.length > 0)
{
// layer.addColumn(column);
}
}
// layer.updateBounds();
// layer.createCanvas();
// var tileQuantity = layer.parseTileOffsets();
// this.currentLayer = layer;
// this.collisionLayer = layer;
// this.layers.push(layer);
// this.width = this.currentLayer.widthInPixels;
// this.height = this.currentLayer.heightInPixels;
// this.generateTiles(tileQuantity);
}
}