mirror of
https://github.com/wassname/phaser.git
synced 2026-07-20 12:30:48 +08:00
Tileset working, map coming next.
This commit is contained in:
+179
-1
@@ -44,7 +44,10 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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/**
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* @property {Description} tileset - Description.
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*/
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this.tileset = tileset;
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this.tileset = null;
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this.tileWidth = 0;
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this.tileHeight = 0;
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this.widthInTiles = 0;
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this.heightInTiles = 0;
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@@ -52,6 +55,78 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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this.renderWidth = renderWidth;
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this.renderHeight = renderHeight;
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/**
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* @property {number} _ga - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ga = 1;
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/**
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* @property {number} _dx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dx = 0;
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/**
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* @property {number} _dy - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dy = 0;
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/**
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* @property {number} _dw - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dw = 0;
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/**
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* @property {number} _dh - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dh = 0;
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/**
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* @property {number} _tx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tx = 0;
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/**
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* @property {number} _ty - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ty = 0;
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/**
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* @property {number} _tl - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tl = 0;
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/**
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* @property {number} _maxX - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._maxX = 0;
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/**
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* @property {number} _maxY - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._maxY = 0;
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/**
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* @property {number} _startX - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._startX = 0;
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/**
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* @property {number} _startY - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._startY = 0;
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};
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Phaser.TilemapLayer.prototype = {
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@@ -96,6 +171,109 @@ Phaser.TilemapLayer.prototype = {
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},
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updateTileset: function (tileset) {
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this.tileset = this.game.cache.getTileset(tileset);
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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},
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render: function () {
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if (this.visible == false)
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{
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return;
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}
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// Work out how many tiles we can fit into our canvas and round it up for the edges
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this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
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this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
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this._startX = this.game.math.floor(this.game.camera.x / this.tileWidth);
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this._startY = this.game.math.floor(this.game.camera.y / this.tileHeight);
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// Tilemap bounds check
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._maxX > this.widthInTiles)
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{
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this._maxX = this.widthInTiles;
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}
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if (this._maxY > this.heightInTiles)
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{
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this._maxY = this.heightInTiles;
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}
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if (this._startX + this._maxX > this.widthInTiles)
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{
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this._startX = this.widthInTiles - this._maxX;
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}
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if (this._startY + this._maxY > this.heightInTiles)
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{
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this._startY = this.heightInTiles - this._maxY;
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}
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// Finally get the offset to avoid the blocky movement
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this._dx = -(this.game.camera.x - (this._startX * this.tileWidth));
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this._dy = -(this.game.camera.y - (this._startY * this.tileHeight));
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this._tx = this._dx;
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this._ty = this._dy;
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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for (var row = this._startY; row < this._startY + this._maxY; row++)
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{
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this._columnData = this.mapData[row];
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for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
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{
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if (this.tileset.checkTileIndex(this._columnData[tile]))
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{
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this.context.drawImage(
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this.tileset.image,
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this.tileset.tiles[this._columnData[tile]].x,
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this.tileset.tiles[this._columnData[tile]].y,
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this.tileWidth,
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this.tileHeight,
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this._tx,
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this._ty,
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this.tileWidth,
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this.tileHeight
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);
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}
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this._tx += this.tileWidth;
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}
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this._tx = this._dx;
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this._ty += this.tileHeight;
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}
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// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
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if (this.game.renderType == Phaser.WEBGL)
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{
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PIXI.texturesToUpdate.push(this.baseTexture);
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}
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return true;
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},
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dump: function () {
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var txt = '';
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