Compiled build.

This commit is contained in:
photonstorm
2013-10-17 22:56:20 +01:00
parent 7e8b79adf4
commit dabda516c2
+548 -95
View File
@@ -9,7 +9,7 @@
*
* Phaser - http://www.phaser.io
*
* v1.0.7 - Built at: Wed, 16 Oct 2013 06:25:10 +0100
* v1.0.7 - Built at: Thu, 17 Oct 2013 22:56:02 +0100
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@@ -99,6 +99,20 @@ PIXI.InteractionManager = function (dummy) {
*/
Phaser.Utils = {
shuffle: function (array) {
for (var i = array.length - 1; i > 0; i--)
{
var j = Math.floor(Math.random() * (i + 1));
var temp = array[i];
array[i] = array[j];
array[j] = temp;
}
return array;
},
/**
* Javascript string pad http://www.webtoolkit.info/.
* pad = the string to pad it out with (defaults to a space)<br>
@@ -10337,8 +10351,13 @@ Phaser.Group.prototype = {
*/
remove: function (child) {
child.events.onRemovedFromGroup.dispatch(child, this);
if (child.events)
{
child.events.onRemovedFromGroup.dispatch(child, this);
}
this._container.removeChild(child);
child.group = null;
},
@@ -16842,7 +16861,6 @@ Phaser.Text = function (game, x, y, text, style) {
Phaser.Text.prototype = Object.create(PIXI.Text.prototype);
Phaser.Text.prototype.constructor = Phaser.Text;
/**
* Automatically called by World.update.
* @method Phaser.Text.prototype.update
@@ -16868,6 +16886,32 @@ Phaser.Text.prototype.update = function() {
}
/**
* @method Phaser.Text.prototype.destroy
*/
Phaser.Text.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
this.group = null;
}
/**
* Get
* @returns {Description}
@@ -17072,6 +17116,32 @@ Phaser.BitmapText.prototype.update = function() {
}
/**
* @method Phaser.Text.prototype.destroy
*/
Phaser.BitmapText.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.canvas.parentNode)
{
this.canvas.parentNode.removeChild(this.canvas);
}
else
{
this.canvas = null;
this.context = null;
}
this.exists = false;
this.group = null;
}
/**
* Get
* @returns {Description}
@@ -17470,6 +17540,8 @@ Phaser.Button.prototype.onInputUpHandler = function (pointer) {
*/
Phaser.Graphics = function (game, x, y) {
this.game = game;
PIXI.Graphics.call(this);
/**
@@ -17481,18 +17553,59 @@ Phaser.Graphics = function (game, x, y) {
Phaser.Graphics.prototype = Object.create(PIXI.Graphics.prototype);
Phaser.Graphics.prototype.constructor = Phaser.Graphics;
Phaser.Graphics.prototype = Phaser.Utils.extend(true, Phaser.Graphics.prototype, Phaser.Sprite.prototype);
// Add our own custom methods
/**
* Description.
*
* @method Phaser.Sprite.prototype.destroy
*/
Phaser.Graphics.prototype.destroy = function() {
this.clear();
if (this.group)
{
this.group.remove(this);
}
this.game = null;
}
Object.defineProperty(Phaser.Graphics.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
Object.defineProperty(Phaser.Graphics.prototype, 'x', {
get: function() {
return this.position.x;
},
set: function(value) {
this.position.x = value;
}
});
Object.defineProperty(Phaser.Graphics.prototype, 'y', {
get: function() {
return this.position.y;
},
set: function(value) {
this.position.y = value;
}
});
@@ -25777,15 +25890,17 @@ Phaser.Cache.prototype = {
* @param {number} tileWidth - Width of the sprite sheet.
* @param {number} tileHeight - Height of the sprite sheet.
* @param {number} tileMax - How many tiles stored in the sprite sheet.
* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
*/
addTileset: function (key, url, data, tileWidth, tileHeight, tileMax) {
addTileset: function (key, url, data, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight };
this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMax);
this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing);
},
@@ -26747,14 +26862,18 @@ Phaser.Loader.prototype = {
* @param {number} tileWidth - Width of each single tile in pixels.
* @param {number} tileHeight - Height of each single tile in pixels.
* @param {number} [tileMax=-1] - How many tiles in this tileset. If not specified it will divide the whole image into tiles.
* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
*/
tileset: function (key, url, tileWidth, tileHeight, tileMax) {
tileset: function (key, url, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
if (typeof tileMax === "undefined") { tileMax = -1; }
if (typeof tileMargin === "undefined") { tileMargin = 0; }
if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
if (this.checkKeyExists(key) === false)
{
this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMax: tileMax });
this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMax: tileMax, tileMargin: tileMargin, tileSpacing: tileSpacing });
}
return this;
@@ -27279,47 +27398,9 @@ Phaser.Loader.prototype = {
case 'tileset':
this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMax);
this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMax, file.tileMargin, file.tileSpacing);
break;
/*
case 'tilemap':
file.data = this._xhr.response;
this.game.cache.addTilemap(file.key, file.url, file.data, file.format);
if (file.mapDataURL == null)
{
this.game.cache.addTilemap(file.key, file.url, file.data, file.mapData, file.format);
}
else
{
// Load the JSON or CSV before carrying on with the next file
loadNext = false;
this._xhr.open("GET", this.baseURL + file.mapDataURL, true);
this._xhr.responseType = "text";
if (file.format == Phaser.Tilemap.JSON)
{
this._xhr.onload = function () {
return _this.jsonLoadComplete(file.key);
};
}
else if (file.format == Phaser.Tilemap.CSV)
{
this._xhr.onload = function () {
return _this.csvLoadComplete(file.key);
};
}
this._xhr.onerror = function () {
return _this.dataLoadError(file.key);
};
this._xhr.send();
}
break;
*/
case 'textureatlas':
if (file.atlasURL == null)
@@ -32615,6 +32696,7 @@ Phaser.Tilemap = function (game, key) {
this.key = key;
this.layers = game.cache.getTilemapData(key).layers;
this.calculateIndexes();
}
else
{
@@ -32625,6 +32707,12 @@ Phaser.Tilemap = function (game, key) {
this.debugMap = [];
this.dirty = false;
this._results = [];
this._tempA = 0;
this._tempB = 0;
};
Phaser.Tilemap.CSV = 0;
@@ -32656,10 +32744,35 @@ Phaser.Tilemap.prototype = {
tileMargin: 0,
tileSpacing: 0,
format: Phaser.Tilemap.CSV,
data: data
data: data,
indexes: []
});
this.dirty = true;
},
calculateIndexes: function () {
for (var layer = 0; layer < this.layers.length; layer++)
{
this.layers[layer].indexes = [];
for (var y = 0; y < this.layers[layer].height ; y++)
{
for (var x = 0; x < this.layers[layer].width; x++)
{
var idx = this.layers[layer].data[y][x];
if (this.layers[layer].indexes.indexOf(idx) === -1)
{
this.layers[layer].indexes.push(idx);
}
}
}
}
},
setLayer: function (layer) {
@@ -32671,31 +32784,6 @@ Phaser.Tilemap.prototype = {
},
createLayerSprite: function (tilset) {
// Creates a TilemapLayer which you can add to the display list
// Hooked to a specific layer within the map data
},
/**
* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
* @param {number} x - X position of the point in target tile.
* @param {number} y - Y position of the point in target tile.
* @param {number} [layer] - layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
getTileFromWorldXY: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
// return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
},
/**
* Set a specific tile with its x and y in tiles.
* @method putTile
@@ -32703,13 +32791,42 @@ Phaser.Tilemap.prototype = {
* @param {number} y - Y position of this tile.
* @param {number} index - The index of this tile type in the core map data.
*/
putTile: function (x, y, index) {
putTile: function (index, x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
{
this.layers[this.currentLayer].data[y][x] = index;
}
this.dirty = true;
},
getTile: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
{
return this.layers[this.currentLayer].data[y][x];
}
},
getTileWorldXY: function (x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
{
return this.layers[this.currentLayer].data[y][x];
}
},
/**
@@ -32719,23 +32836,292 @@ Phaser.Tilemap.prototype = {
* @param {number} y - Y position of this tile in world coordinates.
* @param {number} index - The index of this tile type in the core map data.
*/
putTileWorldXY: function (x, y, index) {
putTileWorldXY: function (index, x, y, tileWidth, tileHeight, layer) {
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, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
{
this.layers[this.currentLayer].data[y][x] = index;
}
this.dirty = true;
},
// Values are in TILEs, not pixels.
copy: function (x, y, width, height, layer) {
// swapTile
// fillTile
// randomiseTiles
// replaceTiles
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (!this.layers[layer])
{
this._results.length = 0;
return;
}
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.layers[layer].width; }
if (typeof height === "undefined") { height = this.layers[layer].height; }
if (x < 0)
{
x = 0;
}
if (y < 0)
{
y = 0;
}
if (width > this.layers[layer].width)
{
width = this.layers[layer].width;
}
if (height > this.layers[layer].height)
{
height = this.layers[layer].height;
}
this._results.length = 0;
this._results.push( { x: x, y: y, width: width, height: height, layer: layer });
for (var ty = y; ty < y + height; ty++)
{
for (var tx = x; tx < x + width; tx++)
{
this._results.push({ x: tx, y: ty, index: this.layers[layer].data[ty][tx] });
}
}
return this._results;
},
paste: function (x, y, tileblock, layer) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (!tileblock || tileblock.length < 2)
{
return;
}
// Find out the difference between tileblock[1].x/y and x/y and use it as an offset, as it's the top left of the block to paste
var diffX = tileblock[1].x - x;
var diffY = tileblock[1].y - y;
for (var i = 1; i < tileblock.length; i++)
{
this.layers[layer].data[ diffY + tileblock[i].y ][ diffX + tileblock[i].x ] = tileblock[i].index;
}
this.dirty = true;
},
/**
* Swap tiles with 2 kinds of indexes.
* @method swapTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
*/
swap: function (tileA, tileB, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
this._tempA = tileA;
this._tempB = tileB;
this._results.forEach(this.swapHandler, this);
this.paste(x, y, this._results);
},
swapHandler: function (value, index, array) {
if (value.index === this._tempA)
{
this._results[index].index = this._tempB;
}
else if (value.index === this._tempB)
{
this._results[index].index = this._tempA;
}
},
/**
* Swap tiles with 2 kinds of indexes.
* @method swapTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
*/
forEach: function (callback, context, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
this._results.forEach(callback, context);
this.paste(x, y, this._results);
},
/**
* Replaces one type of tile with another.
* @method replace
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
*/
replace: function (tileA, tileB, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
for (var i = 1; i < this._results.length; i++)
{
if (this._results[i].index === tileA)
{
this._results[i].index = tileB;
}
}
this.paste(x, y, this._results);
},
/**
* Randomises a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method random
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
*/
random: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
var indexes = [];
for (var t = 1; t < this._results.length; t++)
{
var idx = this._results[t].index;
if (indexes.indexOf(idx) === -1)
{
indexes.push(idx);
}
}
for (var i = 1; i < this._results.length; i++)
{
this._results[i].index = this.game.rnd.pick(indexes);
}
this.paste(x, y, this._results);
},
/**
* Randomises a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method random
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [x] - specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param {number} [y] - specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param {number} [width] - specify a Rectangle of tiles to operate. The width in tiles.
* @param {number} [height] - specify a Rectangle of tiles to operate. The height in tiles.
*/
shuffle: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
var header = this._results.shift();
Phaser.Utils.shuffle(this._results);
this._results.unshift(header);
this.paste(x, y, this._results);
},
/**
* Fill a tile block with a specific tile index.
* @method fill
* @param {number} index - Index of tiles you want to fill with.
* @param {number} [x] - X position (in tiles) of block's left-top corner.
* @param {number} [y] - Y position (in tiles) of block's left-top corner.
* @param {number} [width] - width of block.
* @param {number} [height] - height of block.
*/
fill: function (index, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
for (var i = 1; i < this._results.length; i++)
{
this._results[i].index = index;
}
this.paste(x, y, this._results);
},
removeAllLayers: function () {
@@ -32836,6 +33222,8 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
this.tileWidth = 0;
this.tileHeight = 0;
this.tileMargin = 0;
this.tileSpacing = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
@@ -32934,6 +33322,7 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
this.tilemap = null;
this.layer = null;
this.index = 0;
this._x = 0;
this._y = 0;
@@ -32990,6 +33379,8 @@ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
this.tileWidth = this.tileset.tileWidth;
this.tileHeight = this.tileset.tileHeight;
this.tileMargin = this.tileset.tileMargin;
this.tileSpacing = this.tileset.tileSpacing;
this.updateMax();
@@ -33006,11 +33397,50 @@ Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
{
this.tilemap = tilemap;
this.layer = this.tilemap.layers[layer];
this.index = layer;
this.updateMax();
this.tilemap.dirty = true;
}
}
/**
* Convert a pixel value to a tile coordinate.
* @param {number} x - X position of the point in target tile.
* @param {number} [layer] - layer of this tile located.
* @return {number} The tile with specific properties.
*/
Phaser.TilemapLayer.prototype.getTileX = function (x) {
var tileWidth = this.tileWidth * this.scale.x;
return this.game.math.snapToFloor(x, tileWidth) / tileWidth;
}
/**
* Convert a pixel value to a tile coordinate.
* @param {number} x - X position of the point in target tile.
* @param {number} [layer] - layer of this tile located.
* @return {number} The tile with specific properties.
*/
Phaser.TilemapLayer.prototype.getTileY = function (y) {
var tileHeight = this.tileHeight * this.scale.y;
return this.game.math.snapToFloor(y, tileHeight) / tileHeight;
}
Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
point.x = this.getTileX(x);
point.y = this.getTileY(y);
return point;
}
/**
*
* @method getTileOverlaps
@@ -33060,6 +33490,7 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
this._results.length = 0;
// pretty sure we don't use this any more?
this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
var _index = 0;
@@ -33082,7 +33513,6 @@ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides
if (collides == false || (collides && _tile.collideNone == false))
{
// this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
}
}
@@ -33120,6 +33550,11 @@ Phaser.TilemapLayer.prototype.updateMax = function () {
Phaser.TilemapLayer.prototype.render = function () {
if (this.tilemap && this.tilemap.dirty)
{
this.dirty = true;
}
if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
{
return;
@@ -33145,7 +33580,6 @@ Phaser.TilemapLayer.prototype.render = function () {
// only -1 on TILED maps, not CSV
var tile = this.tileset.tiles[this._column[x]-1];
// if (this.tileset.checkTileIndex(tile))
if (tile)
{
this.context.drawImage(
@@ -33177,6 +33611,11 @@ Phaser.TilemapLayer.prototype.render = function () {
this.dirty = false;
if (this.tilemap.dirty)
{
this.tilemap.dirty = false;
}
return true;
}
@@ -33271,7 +33710,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
Phaser.TilemapParser = {
tileset: function (game, key, tileWidth, tileHeight, tileMax) {
tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
// How big is our image?
var img = game.cache.getTilesetImage(key);
@@ -33284,6 +33723,7 @@ Phaser.TilemapParser = {
var width = img.width;
var height = img.height;
// If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing)
if (tileWidth <= 0)
{
tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
@@ -33311,21 +33751,21 @@ Phaser.TilemapParser = {
}
// Let's create some tiles
var x = 0;
var y = 0;
var x = tileMargin;
var y = tileMargin;
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight);
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing);
for (var i = 0; i < total; i++)
{
tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight));
x += tileWidth;
x += tileWidth + tileSpacing;
if (x === width)
{
x = 0;
y += tileHeight;
x = tileMargin;
y += tileHeight + tileSpacing;
}
}
@@ -33379,7 +33819,7 @@ Phaser.TilemapParser = {
}
}
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, tileMargin: 0, tileSpacing: 0, data: output }];
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }];
},
@@ -33412,6 +33852,7 @@ Phaser.TilemapParser = {
height: json.layers[i].height,
alpha: json.layers[i].opacity,
visible: json.layers[i].visible,
indexes: [],
tileMargin: json.tilesets[0].margin,
tileSpacing: json.tilesets[0].spacing,
@@ -33452,7 +33893,10 @@ Phaser.TilemapParser = {
}
Phaser.Tileset = function (image, key, tileWidth, tileHeight) {
Phaser.Tileset = function (image, key, tileWidth, tileHeight, tileMargin, tileSpacing) {
if (typeof tileMargin === "undefined") { tileMargin = 0; }
if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
/**
* @property {string} key - The cache ID.
@@ -33463,6 +33907,8 @@ Phaser.Tileset = function (image, key, tileWidth, tileHeight) {
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.margin = tileMargin;
this.spacing = tileSpacing;
this.tiles = [];
@@ -33489,6 +33935,13 @@ Phaser.Tileset.prototype = {
},
setSpacing: function (margin, spacing) {
this.tileMargin = margin;
this.tileSpacing = spacing;
},
canCollide: function (index) {
if (this.tiles[index])