mirror of
https://github.com/wassname/phaser.git
synced 2026-08-19 12:30:07 +08:00
Promoted the Tilemap to a DisplayObject and vastly simplified the load process.
This commit is contained in:
+335
-332
@@ -12,12 +12,12 @@
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* @param game {Phaser.Game} Current game instance.
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* @param key {string} Asset key for this map.
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* @param mapData {string} Data of this map. (a big 2d array, normally in csv)
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* @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param format {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
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* @param resizeWorld {bool} Resize the world bound automatically based on this tilemap?
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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* @param tileWidth {number} Width of tiles in this map (used for CSV maps).
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* @param tileHeight {number} Height of tiles in this map (used for CSV maps).
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*/
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Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, tileHeight) {
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Phaser.Tilemap = function (game, key, resizeWorld, tileWidth, tileHeight) {
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if (typeof resizeWorld === "undefined") { resizeWorld = true; }
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if (typeof tileWidth === "undefined") { tileWidth = 0; }
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@@ -26,11 +26,7 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
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this.game = game;
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this.group = null;
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this.name = '';
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/**
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* z order value of the object.
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*/
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this.z = -1;
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this.key = key;
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/**
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* Render iteration counter
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@@ -48,16 +44,24 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
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this.tiles = [];
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this.layers = [];
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this.mapFormat = format;
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switch (format)
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var map = this.game.cache.getTilemap(key);
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// this._container = new PIXI.DisplayObjectContainer();
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PIXI.DisplayObjectContainer.call(this);
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this.renderer = new Phaser.TilemapRenderer(this.game);
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this.mapFormat = map.format;
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switch (this.mapFormat)
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{
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case Phaser.Tilemap.FORMAT_CSV:
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this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
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case Phaser.Tilemap.CSV:
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this.parseCSV(map.mapData, key, tileWidth, tileHeight);
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break;
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case Phaser.Tilemap.FORMAT_TILED_JSON:
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this.parseTiledJSON(game.cache.getText(mapData), key);
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case Phaser.Tilemap.JSON:
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this.parseTiledJSON(map.mapData, key);
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break;
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}
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@@ -68,343 +72,342 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
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};
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Phaser.Tilemap.FORMAT_CSV = 0;
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Phaser.Tilemap.FORMAT_TILED_JSON = 1;
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
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Phaser.Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
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Phaser.Tilemap.prototype = {
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Phaser.Tilemap.CSV = 0;
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Phaser.Tilemap.JSON = 1;
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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* @param key {string} Asset key for tileset image.
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* @param tileWidth {number} Width of its tile.
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* @param tileHeight {number} Height of its tile.
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*/
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parseCSV: function (data, key, tileWidth, tileHeight) {
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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* @param key {string} Asset key for tileset image.
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* @param tileWidth {number} Width of its tile.
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* @param tileHeight {number} Height of its tile.
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*/
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Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
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var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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var rows = data.split("\n");
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for (var i = 0; i < rows.length; i++)
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for (var i = 0; i < rows.length; i++)
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{
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var column = rows[i].split(",");
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if (column.length > 0)
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{
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var column = rows[i].split(",");
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layer.addColumn(column);
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}
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}
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if (column.length > 0)
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layer.updateBounds();
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layer.createCanvas();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.generateTiles(tileQuantity);
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};
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/**
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* Parse JSON map data and generate tiles.
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* @param data {string} JSON map data.
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* @param key {string} Asset key for tileset image.
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*/
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Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
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for (var i = 0; i < json.layers.length; i++)
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{
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var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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// Check it's a data layer
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if (!json.layers[i].data)
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{
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continue;
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}
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layer.alpha = json.layers[i].opacity;
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layer.visible = json.layers[i].visible;
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layer.tileMargin = json.tilesets[0].margin;
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layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
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var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
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if (c == 0)
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{
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layer.addColumn(column);
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
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{
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layer.addColumn(row);
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c = 0;
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}
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}
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layer.updateBounds();
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layer.createCanvas();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.generateTiles(tileQuantity);
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},
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/**
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* Parse JSON map data and generate tiles.
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* @param data {string} JSON map data.
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* @param key {string} Asset key for tileset image.
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*/
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parseTiledJSON: function (data, key) {
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// Trim any rogue whitespace from the data
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data = data.trim();
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var json = JSON.parse(data);
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for (var i = 0; i < json.layers.length; i++)
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{
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var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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// Check it's a data layer
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if (!json.layers[i].data)
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{
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continue;
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}
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layer.alpha = json.layers[i].opacity;
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layer.visible = json.layers[i].visible;
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layer.tileMargin = json.tilesets[0].margin;
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layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
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var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
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if (c == 0)
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{
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
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{
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layer.addColumn(row);
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c = 0;
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}
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}
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layer.updateBounds();
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layer.createCanvas();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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}
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this.generateTiles(tileQuantity);
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},
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/**
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* Create tiles of given quantity.
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* @param qty {number} Quentity of tiles to be generated.
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*/
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generateTiles: function (qty) {
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for (var i = 0; i < qty; i++)
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{
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this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
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}
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},
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/**
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* Set callback to be called when this tilemap collides.
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* @param context {object} Callback will be called with this context.
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* @param callback {function} Callback function.
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*/
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setCollisionCallback: function (context, callback) {
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this.collisionCallbackContext = context;
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this.collisionCallback = callback;
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},
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/**
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* Set collision configs of tiles in a range index.
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* @param start {number} First index of tiles.
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* @param end {number} Last index of tiles.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {bool} Reset collision flags before set.
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*/
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setCollisionRange: function (start, end, collision, resetCollisions, separateX, separateY) {
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if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for (var i = start; i < end; i++)
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{
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this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
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}
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},
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/**
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* Set collision configs of tiles with given index.
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* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {bool} Reset collision flags before set.
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*/
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setCollisionByIndex: function (values, collision, resetCollisions, separateX, separateY) {
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if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for (var i = 0; i < values.length; i++)
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{
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this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
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}
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},
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// Tile Management
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/**
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* Get the tile by its index.
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* @param value {number} Index of the tile you want to get.
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* @return {Tile} The tile with given index.
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*/
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getTileByIndex: function (value) {
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if (this.tiles[value])
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{
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return this.tiles[value];
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}
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return null;
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},
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/**
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* Get the tile located at specific position and layer.
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* @param x {number} X position of this tile located.
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* @param y {number} Y position of this tile located.
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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getTile: function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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},
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/**
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* 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)
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* @param x {number} X position of the point in target tile.
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* @param x {number} Y position of the point in target tile.
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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getTileFromWorldXY: function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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},
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/**
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* Gets the tile underneath the Input.x/y position
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* @param layer The layer to check, defaults to 0
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* @returns {Tile}
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*/
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getTileFromInputXY: function (layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
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},
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/**
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* Get tiles overlaps the given object.
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* @param object {GameObject} Tiles you want to get that overlaps this.
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* @return {array} Array with tiles information. (Each contains x, y and the tile.)
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*/
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getTileOverlaps: function (object) {
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return this.currentLayer.getTileOverlaps(object);
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},
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// COLLIDE
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/**
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* Check whether this tilemap collides with the given game object or group of objects.
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* @param objectOrGroup {function} Target object of group you want to check.
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* @param callback {function} This is called if objectOrGroup collides the tilemap.
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* @param context {object} Callback will be called with this context.
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* @return {bool} Return true if this collides with given object, otherwise return false.
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*/
|
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collide: function (objectOrGroup, callback, context) {
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||||
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if (typeof objectOrGroup === "undefined") { objectOrGroup = null; }
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||||
if (typeof callback === "undefined") { callback = null; }
|
||||
if (typeof context === "undefined") { context = null; }
|
||||
|
||||
if (callback !== null && context !== null)
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||||
{
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this.collisionCallback = callback;
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||||
this.collisionCallbackContext = context;
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||||
}
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||||
|
||||
if (objectOrGroup == null)
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||||
{
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objectOrGroup = this.game.world.group;
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}
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||||
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// Group?
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||||
if (objectOrGroup.isGroup == false)
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||||
{
|
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this.collideGameObject(objectOrGroup);
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||||
}
|
||||
else
|
||||
{
|
||||
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
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* 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", {
|
||||
|
||||
Reference in New Issue
Block a user