Lots of Tilemap updates, moved the renderer out, added components and new tests.

This commit is contained in:
Richard Davey
2013-07-02 23:41:25 +01:00
parent c647792c12
commit c81cf0c882
34 changed files with 2395 additions and 1563 deletions
+7 -1
View File
@@ -79,7 +79,7 @@ module Phaser.Components {
public cameraBlacklist: number[];
/**
* Whether the Sprite background is opaque or not. If set to true the Sprite is filled with
* Whether the texture background is opaque or not. If set to true the object is filled with
* the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but
* for some effects it can be handy.
* @type {boolean}
@@ -136,6 +136,12 @@ module Phaser.Components {
*/
public renderRotation: bool = true;
/**
* The direction the animation frame is facing (can be Phaser.Types.RIGHT, LEFT, UP, DOWN).
* Very useful when hooking animation to Sprite directions.
*/
public facing: number;
/**
* Flip the graphic horizontally (defaults to false)
* @type {boolean}
+68 -193
View File
@@ -26,53 +26,36 @@ module Phaser {
*/
constructor(game: Game, parent:Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) {
this._game = game;
this._parent = parent;
this.game = game;
this.parent = parent;
this.name = name;
this.mapFormat = mapFormat;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Rectangle();
//this.scrollFactor = new MicroPoint(1, 1);
this.canvas = game.stage.canvas;
this.context = game.stage.context;
this.texture = new Phaser.Components.Texture(this);
this.transform = new Phaser.Components.Transform(this);
if (key !== null)
{
this.texture.loadImage(key, false);
}
else
{
this.texture.opaque = true;
}
// Handy proxies
this.alpha = this.texture.alpha;
this.mapData = [];
this._tempTileBlock = [];
this._texture = this._game.cache.getImage(key);
}
/**
* Local private reference to game.
*/
private _game: Game;
/**
* The tilemap that contains this layer.
* @type {Tilemap}
*/
private _parent: Tilemap;
/**
* Tileset of this layer.
*/
private _texture;
private _tileOffsets;
private _startX: number = 0;
private _startY: number = 0;
private _maxX: number = 0;
private _maxY: number = 0;
private _tx: number = 0;
private _ty: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _oldCameraX: number = 0;
private _oldCameraY: number = 0;
private _columnData;
// Private vars to help avoid gc spikes
private _tempTileX: number;
private _tempTileY: number;
private _tempTileW: number;
@@ -80,30 +63,40 @@ module Phaser {
private _tempTileBlock;
private _tempBlockResults;
/**
* Local private reference to game.
*/
public game: Game;
/**
* The tilemap that contains this layer.
* @type {Tilemap}
*/
public parent: Tilemap;
/**
* The texture used to render the Sprite.
*/
public texture: Phaser.Components.Texture;
/**
* The Sprite transform component.
*/
public transform: Phaser.Components.Transform;
public tileOffsets;
/**
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
*/
public alpha: number;
/**
* Name of this layer, so you can get this layer by its name.
* @type {string}
*/
public name: string;
/**
* A reference to the Canvas this GameObject will render to
* @type {HTMLCanvasElement}
*/
public canvas: HTMLCanvasElement;
/**
* A reference to the Canvas Context2D this GameObject will render to
* @type {CanvasRenderingContext2D}
*/
public context: CanvasRenderingContext2D;
/**
* Opacity of this layer.
* @type {number}
*/
public alpha: number = 1;
/**
* Controls whether update() and draw() are automatically called.
* @type {boolean}
@@ -116,11 +109,10 @@ module Phaser {
*/
public visible: bool = true;
//public scrollFactor: MicroPoint;
/**
* @type {string}
*/
public orientation: string;
//public orientation: string;
/**
* Properties of this map layer. (normally set by map editors)
@@ -202,8 +194,8 @@ module Phaser {
*/
public putTile(x: number, y: number, index: number) {
x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if (y >= 0 && y < this.mapData.length)
{
@@ -287,7 +279,7 @@ module Phaser {
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this._game.math.getRandom(tiles);
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
}
}
@@ -344,8 +336,8 @@ module Phaser {
*/
public getTileFromWorldXY(x: number, y: number): number {
x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
return this.getTileIndex(x, y);
@@ -365,10 +357,10 @@ module Phaser {
}
// What tiles do we need to check against?
this._tempTileX = this._game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
this._tempTileY = this._game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
this._tempTileW = (this._game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
this._tempTileH = (this._game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
@@ -378,7 +370,7 @@ module Phaser {
/*
for (var r = 0; r < this._tempTileBlock.length; r++)
{
if (this._game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
{
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
}
@@ -428,16 +420,16 @@ module Phaser {
if (collisionOnly)
{
// We only want to consider the tile for checking if you can actually collide with it
if (this.mapData[ty] && this.mapData[ty][tx] && this._parent.tiles[this.mapData[ty][tx]].allowCollisions != Types.NONE)
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Types.NONE)
{
this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
this._tempTileBlock.push({ x: tx, y: ty, tile: this.parent.tiles[this.mapData[ty][tx]] });
}
}
else
{
if (this.mapData[ty] && this.mapData[ty][tx])
{
this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
this._tempTileBlock.push({ x: tx, y: ty, tile: this.parent.tiles[this.mapData[ty][tx]] });
}
}
}
@@ -502,34 +494,35 @@ module Phaser {
/**
* Parse tile offsets from map data.
* @return {number} length of _tileOffsets array.
* @return {number} length of tileOffsets array.
*/
public parseTileOffsets():number {
this._tileOffsets = [];
this.tileOffsets = [];
var i = 0;
if (this.mapFormat == Tilemap.FORMAT_TILED_JSON)
{
// For some reason Tiled counts from 1 not 0
this._tileOffsets[0] = null;
this.tileOffsets[0] = null;
i = 1;
}
for (var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing))
for (var ty = this.tileMargin; ty < this.texture.height; ty += (this.tileHeight + this.tileSpacing))
{
for (var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing))
for (var tx = this.tileMargin; tx < this.texture.width; tx += (this.tileWidth + this.tileSpacing))
{
this._tileOffsets[i] = { x: tx, y: ty };
this.tileOffsets[i] = { x: tx, y: ty };
i++;
}
}
return this._tileOffsets.length;
return this.tileOffsets.length;
}
/*
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this.context.fillStyle = color;
@@ -539,125 +532,7 @@ module Phaser {
this.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
}
/**
* Render this layer to a specific camera with offset to camera.
* @param camera {Camera} The camera the layer is going to be rendered.
* @param dx {number} X offset to the camera.
* @param dy {number} Y offset to the camera.
* @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed.
*/
public render(camera: Camera, dx, dy): bool {
if (this.visible === false || this.alpha < 0.1)
{
return false;
}
// Work out how many tiles we can fit into our camera and round it up for the edges
this._maxX = this._game.math.ceil(camera.width / this.tileWidth) + 1;
this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth);
this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._maxX > this.widthInTiles)
{
this._maxX = this.widthInTiles;
}
if (this._maxY > this.heightInTiles)
{
this._maxY = this.heightInTiles;
}
if (this._startX + this._maxX > this.widthInTiles)
{
this._startX = this.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > this.heightInTiles)
{
this._startY = this.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
this._dx = dx;
this._dy = dy;
this._dx += -(camera.worldView.x - (this._startX * this.tileWidth));
this._dy += -(camera.worldView.y - (this._startY * this.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Apply camera difference
/*
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
*/
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this.context.globalAlpha;
this.context.globalAlpha = this.alpha;
}
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = this.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (this._tileOffsets[this._columnData[tile]])
{
this.context.drawImage(
this._texture, // Source Image
this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
this._tileOffsets[this._columnData[tile]].y, // Source Y
this.tileWidth, // Source Width
this.tileHeight, // Source Height
this._tx, // Destination X (where on the canvas it'll be drawn)
this._ty, // Destination Y
this.tileWidth, // Destination Width (always same as Source Width unless scaled)
this.tileHeight // Destination Height (always same as Source Height unless scaled)
);
}
this._tx += this.tileWidth;
}
this._tx = this._dx;
this._ty += this.tileHeight;
}
if (globalAlpha > -1)
{
this.context.globalAlpha = globalAlpha;
}
return true;
}
*/
}
}
+12
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@@ -24,10 +24,13 @@ module Phaser.Components.Sprite {
this.onKilled = new Phaser.Signal;
this.onRevived = new Phaser.Signal;
// Only create these if Sprite input is enabled?
this.onInputOver = new Phaser.Signal;
this.onInputOut = new Phaser.Signal;
this.onInputDown = new Phaser.Signal;
this.onInputUp = new Phaser.Signal;
this.onDragStart = new Phaser.Signal;
this.onDragStop = new Phaser.Signal;
}
@@ -81,6 +84,15 @@ module Phaser.Components.Sprite {
*/
public onInputUp: Phaser.Signal;
/**
* Dispatched by the Input component when the Sprite starts being dragged
*/
public onDragStart: Phaser.Signal;
/**
* Dispatched by the Input component when the Sprite stops being dragged
*/
public onDragStop: Phaser.Signal;
+3 -1
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@@ -595,6 +595,8 @@ module Phaser.Components.Sprite {
this.sprite.group.bringToTop(this.sprite);
}
this.sprite.events.onDragStart.dispatch(this.sprite, pointer);
}
/**
@@ -612,7 +614,7 @@ module Phaser.Components.Sprite {
this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
}
//pointer.draggedObject = null;
this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
}
/**