Promoted the Tilemap to a DisplayObject and vastly simplified the load process.

This commit is contained in:
Richard Davey
2013-09-12 04:24:01 +01:00
parent 3d22d0e169
commit dbaf7269e9
10 changed files with 541 additions and 397 deletions
+335 -332
View File
@@ -12,12 +12,12 @@
* @param game {Phaser.Game} Current game instance.
* @param key {string} Asset key for this map.
* @param mapData {string} Data of this map. (a big 2d array, normally in csv)
* @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
* @param format {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
* @param resizeWorld {bool} Resize the world bound automatically based on this tilemap?
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
* @param tileWidth {number} Width of tiles in this map (used for CSV maps).
* @param tileHeight {number} Height of tiles in this map (used for CSV maps).
*/
Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, tileHeight) {
Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
if (typeof tileWidth === "undefined") { tileWidth = 0; }
@@ -26,11 +26,7 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
this.game = game;
this.group = null;
this.name = '';
/**
* z order value of the object.
*/
this.z = -1;
this.key = key;
/**
* Render iteration counter
@@ -48,16 +44,24 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
this.tiles = [];
this.layers = [];
this.mapFormat = format;
switch (format)
var map = this.game.cache.getTilemap(key);
// this._container = new PIXI.DisplayObjectContainer();
PIXI.DisplayObjectContainer.call(this);
this.renderer = new Phaser.TilemapRenderer(this.game);
this.mapFormat = map.format;
switch (this.mapFormat)
{
case Phaser.Tilemap.FORMAT_CSV:
this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
case Phaser.Tilemap.CSV:
this.parseCSV(map.mapData, key, tileWidth, tileHeight);
break;
case Phaser.Tilemap.FORMAT_TILED_JSON:
this.parseTiledJSON(game.cache.getText(mapData), key);
case Phaser.Tilemap.JSON:
this.parseTiledJSON(map.mapData, key);
break;
}
@@ -68,343 +72,342 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
};
Phaser.Tilemap.FORMAT_CSV = 0;
Phaser.Tilemap.FORMAT_TILED_JSON = 1;
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
Phaser.Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
Phaser.Tilemap.prototype = {
Phaser.Tilemap.CSV = 0;
Phaser.Tilemap.JSON = 1;
/**
* Parset csv map data and generate tiles.
* @param data {string} CSV map data.
* @param key {string} Asset key for tileset image.
* @param tileWidth {number} Width of its tile.
* @param tileHeight {number} Height of its tile.
*/
parseCSV: function (data, key, tileWidth, tileHeight) {
/**
* Parset csv map data and generate tiles.
* @param data {string} CSV map data.
* @param key {string} Asset key for tileset image.
* @param tileWidth {number} Width of its tile.
* @param tileHeight {number} Height of its tile.
*/
Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), 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();
// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
var rows = data.split("\n");
for (var i = 0; i < rows.length; i++)
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
if (column.length > 0)
{
var column = rows[i].split(",");
layer.addColumn(column);
}
}
if (column.length > 0)
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
this.generateTiles(tileQuantity);
};
/**
* Parse JSON map data and generate tiles.
* @param data {string} JSON map data.
* @param key {string} Asset key for tileset image.
*/
Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
for (var i = 0; i < json.layers.length; i++)
{
var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
layer.tileSpacing = json.tilesets[0].spacing;
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c == 0)
{
layer.addColumn(column);
row = [];
}
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
layer.addColumn(row);
c = 0;
}
}
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
this.generateTiles(tileQuantity);
},
/**
* Parse JSON map data and generate tiles.
* @param data {string} JSON map data.
* @param key {string} Asset key for tileset image.
*/
parseTiledJSON: function (data, key) {
// Trim any rogue whitespace from the data
data = data.trim();
var json = JSON.parse(data);
for (var i = 0; i < json.layers.length; i++)
{
var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
layer.tileSpacing = json.tilesets[0].spacing;
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c == 0)
{
row = [];
}
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
layer.addColumn(row);
c = 0;
}
}
layer.updateBounds();
layer.createCanvas();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
}
this.generateTiles(tileQuantity);
},
/**
* Create tiles of given quantity.
* @param qty {number} Quentity of tiles to be generated.
*/
generateTiles: function (qty) {
for (var i = 0; i < qty; i++)
{
this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
}
},
/**
* Set callback to be called when this tilemap collides.
* @param context {object} Callback will be called with this context.
* @param callback {function} Callback function.
*/
setCollisionCallback: function (context, callback) {
this.collisionCallbackContext = context;
this.collisionCallback = callback;
},
/**
* Set collision configs of tiles in a range index.
* @param start {number} First index of tiles.
* @param end {number} Last index of tiles.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
setCollisionRange: function (start, end, collision, resetCollisions, separateX, separateY) {
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = start; i < end; i++)
{
this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
}
},
/**
* Set collision configs of tiles with given index.
* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
setCollisionByIndex: function (values, collision, resetCollisions, separateX, separateY) {
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = 0; i < values.length; i++)
{
this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
}
},
// Tile Management
/**
* Get the tile by its index.
* @param value {number} Index of the tile you want to get.
* @return {Tile} The tile with given index.
*/
getTileByIndex: function (value) {
if (this.tiles[value])
{
return this.tiles[value];
}
return null;
},
/**
* Get the tile located at specific position and layer.
* @param x {number} X position of this tile located.
* @param y {number} Y position of this tile located.
* @param [layer] {number} layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
getTile: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileIndex(x, y)];
},
/**
* 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 x {number} X position of the point in target tile.
* @param x {number} Y position of the point in target tile.
* @param [layer] {number} layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
getTileFromWorldXY: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
},
/**
* Gets the tile underneath the Input.x/y position
* @param layer The layer to check, defaults to 0
* @returns {Tile}
*/
getTileFromInputXY: function (layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
},
/**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
*/
getTileOverlaps: function (object) {
return this.currentLayer.getTileOverlaps(object);
},
// COLLIDE
/**
* Check whether this tilemap collides with the given game object or group of objects.
* @param objectOrGroup {function} Target object of group you want to check.
* @param callback {function} This is called if objectOrGroup collides the tilemap.
* @param context {object} Callback will be called with this context.
* @return {bool} Return true if this collides with given object, otherwise return false.
*/
collide: function (objectOrGroup, callback, context) {
if (typeof objectOrGroup === "undefined") { objectOrGroup = null; }
if (typeof callback === "undefined") { callback = null; }
if (typeof context === "undefined") { context = null; }
if (callback !== null && context !== null)
{
this.collisionCallback = callback;
this.collisionCallbackContext = context;
}
if (objectOrGroup == null)
{
objectOrGroup = this.game.world.group;
}
// Group?
if (objectOrGroup.isGroup == false)
{
this.collideGameObject(objectOrGroup);
}
else
{
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
}
},
/**
* Check whether this tilemap collides with the given game object.
* @param object {GameObject} Target object you want to check.
* @return {bool} Return true if this collides with given object, otherwise return false.
*/
collideGameObject: function (object) {
if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE)
{
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
if (this.collisionCallback !== null && this._tempCollisionData.length > 0)
{
this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
}
return true;
}
else
{
return false;
}
},
/**
* Set a tile to a specific layer.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
* @param [layer] {number} which layer you want to set the tile to.
*/
putTile: function (x, y, index, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
this.layers[layer].putTile(x, y, index);
},
/**
* Can be over-ridden by custom classes
*/
update: function () {},
destroy: function () {
this.tiles.length = 0;
this.layers.length = 0;
}
this.generateTiles(tileQuantity);
};
/**
* Create tiles of given quantity.
* @param qty {number} Quentity of tiles to be generated.
*/
Phaser.Tilemap.prototype.generateTiles = function (qty) {
for (var i = 0; i < qty; i++)
{
this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
}
};
/**
* Set callback to be called when this tilemap collides.
* @param context {object} Callback will be called with this context.
* @param callback {function} Callback function.
*/
Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
this.collisionCallbackContext = context;
this.collisionCallback = callback;
};
/**
* Set collision configs of tiles in a range index.
* @param start {number} First index of tiles.
* @param end {number} Last index of tiles.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
Phaser.Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) {
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = start; i < end; i++)
{
this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
}
};
/**
* Set collision configs of tiles with given index.
* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
Phaser.Tilemap.prototype.setCollisionByIndex = function (values, collision, resetCollisions, separateX, separateY) {
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = 0; i < values.length; i++)
{
this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
}
};
// Tile Management
/**
* Get the tile by its index.
* @param value {number} Index of the tile you want to get.
* @return {Tile} The tile with given index.
*/
Phaser.Tilemap.prototype.getTileByIndex = function (value) {
if (this.tiles[value])
{
return this.tiles[value];
}
return null;
};
/**
* Get the tile located at specific position and layer.
* @param x {number} X position of this tile located.
* @param y {number} Y position of this tile located.
* @param [layer] {number} layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileIndex(x, y)];
};
/**
* 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 x {number} X position of the point in target tile.
* @param x {number} Y position of the point in target tile.
* @param [layer] {number} layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
};
/**
* Gets the tile underneath the Input.x/y position
* @param layer The layer to check, defaults to 0
* @returns {Tile}
*/
Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
};
/**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
*/
Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
return this.currentLayer.getTileOverlaps(object);
};
// COLLIDE
/**
* Check whether this tilemap collides with the given game object or group of objects.
* @param objectOrGroup {function} Target object of group you want to check.
* @param callback {function} This is called if objectOrGroup collides the tilemap.
* @param context {object} Callback will be called with this context.
* @return {bool} Return true if this collides with given object, otherwise return false.
*/
Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
if (typeof objectOrGroup === "undefined") { objectOrGroup = null; }
if (typeof callback === "undefined") { callback = null; }
if (typeof context === "undefined") { context = null; }
if (callback !== null && context !== null)
{
this.collisionCallback = callback;
this.collisionCallbackContext = context;
}
if (objectOrGroup == null)
{
objectOrGroup = this.game.world.group;
}
// Group?
if (objectOrGroup.isGroup == false)
{
this.collideGameObject(objectOrGroup);
}
else
{
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
}
};
/**
* Check whether this tilemap collides with the given game object.
* @param object {GameObject} Target object you want to check.
* @return {bool} Return true if this collides with given object, otherwise return false.
*/
Phaser.Tilemap.prototype.collideGameObject = function (object) {
if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE)
{
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
if (this.collisionCallback !== null && this._tempCollisionData.length > 0)
{
this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
}
return true;
}
else
{
return false;
}
};
/**
* Set a tile to a specific layer.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
* @param [layer] {number} which layer you want to set the tile to.
*/
Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
this.layers[layer].putTile(x, y, index);
};
/**
* Calls the renderer
*/
Phaser.Tilemap.prototype.update = function () {
this.renderer.render(this);
};
Phaser.Tilemap.prototype.destroy = function () {
this.tiles.length = 0;
this.layers.length = 0;
};
Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
+26 -16
View File
@@ -11,7 +11,7 @@
* @param parent {Tilemap} The tilemap that contains this layer.
* @param id {number} The ID of this layer within the Tilemap array.
* @param key {string} Asset key for this map.
* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
* @param mapFormat {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
* @param name {string} Name of this layer, so you can get this layer by its name.
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
@@ -72,18 +72,19 @@ Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, til
this.game = parent.game;
this.ID = id;
this.name = name;
this.key = key;
this.mapFormat = mapFormat;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Phaser.Rectangle();
this.tileset = this.game.cache.getImage(key);
var map = this.game.cache.getTilemap(key);
// Sprite property surely?
this.alpha = 1;
this.tileset = map.data;
this._alpha = 1;
this.canvas = null;
this.context = null;
@@ -91,15 +92,6 @@ Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, til
this.texture = null;
this.sprite = null;
// this.canvas = Phaser.Canvas.create(this.game.width, this.game.height);
// this.context = this.canvas.getContext('2d');
// this.baseTexture = new PIXI.BaseTexture(this.canvas);
// this.texture = new PIXI.Texture(this.baseTexture);
// this.sprite = new PIXI.Sprite(this.texture);
// this.game.stage._stage.addChild(this.sprite);
this.mapData = [];
this._tempTileBlock = [];
@@ -477,7 +469,7 @@ Phaser.TilemapLayer.prototype = {
this.texture = new PIXI.Texture(this.baseTexture);
this.sprite = new PIXI.Sprite(this.texture);
this.game.stage._stage.addChild(this.sprite);
this.parent.addChild(this.sprite);
},
@@ -503,7 +495,7 @@ Phaser.TilemapLayer.prototype = {
var i = 0;
if (this.mapFormat == Phaser.Tilemap.FORMAT_TILED_JSON)
if (this.mapFormat == Phaser.Tilemap.JSON)
{
// For some reason Tiled counts from 1 not 0
this.tileOffsets[0] = null;
@@ -527,3 +519,21 @@ Phaser.TilemapLayer.prototype = {
}
};
Object.defineProperty(Phaser.TilemapLayer.prototype, 'alpha', {
get: function() {
return this._alpha;
},
set: function(value) {
if (this.sprite)
{
this.sprite.alpha = value;
}
this._alpha = value;
}
});
+4 -1
View File
@@ -129,7 +129,10 @@ Phaser.TilemapRenderer.prototype = {
}
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
PIXI.texturesToUpdate.push(layer.baseTexture);
if (this.game.renderType == Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(layer.baseTexture);
}
}