diff --git a/README.md b/README.md index 0d465125..2ba38146 100644 --- a/README.md +++ b/README.md @@ -96,6 +96,8 @@ Version 1.0.7 (in progress in the dev branch) * Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use. * Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position. * Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera. +* Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag. + * TODO: look at Sprite.crop (http://www.html5gamedevs.com/topic/1617-error-in-spritecrop/) diff --git a/examples/html/css/stylesheet.css b/examples/html/css/stylesheet.css new file mode 100644 index 00000000..962af412 --- /dev/null +++ b/examples/html/css/stylesheet.css @@ -0,0 +1,165 @@ +/* reset css starts */ +html, body, div, span, applet, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, a, abbr, acronym, address, big, cite, code, del, dfn, em, img, ins, kbd, q, s, samp, small, strike, strong, sub, sup, tt, var, b, u, i, center, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td, article, aside, canvas, details, embed, figure, figcaption, footer, header, hgroup, menu, nav, output, ruby, section, summary, time, mark, audio, video {margin: 0; padding: 0; border: 0; font-size: 100%; font: inherit; vertical-align: baseline;} +/* HTML5 display-role reset for older browsers */ +article, aside, details, figcaption, figure, footer, header, hgroup, menu, nav, section {display: block;} +body {line-height: 1;} +ol, ul {list-style: none;} +blockquote, q {quotes: none;} +blockquote:before, blockquote:after, q:before, q:after {content: ''; content: none;} +table {border-collapse: collapse; border-spacing: 0;} +/* reset css ends */ +@font-face{font-family: 'HelveticaBd'; src: url('../fonts/HelveticaNeueLTStd-Bd.otf');} + +body{margin:0;padding:0; overflow-x:hidden; font-family: 'HelveticaBd', Helvetica, Arial, Tahoma, Verdana !important; background: #e0e4f1;} + +a{color:#fff; text-decoration: none;} +a:hover{text-decoration: underline;} + +.helvetica{font-family: 'HelveticaBd', Helvetica, Arial, Tahoma, Verdana !important;} +.header{background: #e0e4f1 url('../img/header-bg.jpg') no-repeat; width:100%; margin:0; padding:0; background-size: cover; height: 910px; display: block; clear:both; margin-bottom: -400px} +.main-container{display: block; clear:both; width: 1125px; height: auto; margin:0 auto;} +ul.nav-links{margin:0;padding:0;display: inline-block; float: right; list-style-type: none; color: #fff; font-size: 15px; line-height: 2em; margin-top: 50px; min-width: 180px;} +ul.nav-links > li{margin:0; padding:0; list-style-type: none; padding-left: 55px;} +ul.nav-links > li > a{color: #fff; text-decoration: none;} +ul.nav-links > li > a:hover{text-decoration: underline;} +.link-home, .link-latest, .link-forum, .link-docs, .link-twitter{background-image: url('../img/nav-icons.png'); background-repeat: no-repeat;} + +.main-title{font-size:55px;color:#fff;text-shadow:0 0 15px #b643e6; text-align: center; display: block; text-transform: uppercase; margin: 40px auto 0 auto;} +.link-home{background-position: 0 -9px;} +.link-latest{background-position: 0 -37px;} +.link-forum{background-position: 0 -67px;} +.link-docs{background-position: 0 -97px;} +.link-twitter{background-position: 0 -127px;} +.phaser-examples{background: url('../img/phaser-examples.png') no-repeat; display: block; width: 485px; height: 205px; margin: 20px auto;} +.phaser-version{float: right; background: url('../img/phaser-version.png') no-repeat; display: block; width: 345px; height: 30px; color: #fff; font-size: 11px; text-shadow: 1px 1px #000; right:0; top:0; } +.phaser-version > span{margin-top: 10px; display: inline-block; margin-left: 60px; margin-right: 25px;} +.phaser-version > a{color: #fff; text-decoration: none; background: url('../img/version-button.png') no-repeat; background-size: cover; display: inline-block; width: 123px; height: 10px; vertical-align: middle; text-align: center;padding-top:11px; padding-bottom: 11px} +.phaser-version > a:hover{text-decoration: underline;} +.phaser-logo{display: block; float: right; width: 168px;height: 144px; background: url('../img/phaser-logo.png') no-repeat; margin-top: 40px; margin-right: 40px;} + +.line{display:block;clear:both; width:100%; margin:0;padding:0; float:left; background-color: transparent;} +.go-top{margin-top: -200px;} +.box5, .box10, .box15 .box20, .box25, .box30, .box35, .box40, .box45, .box50, .box55, .box60, .box65, .box70, .box75, .box80, .box85, .box90, .box95, .box100{position: relative;display: inline-block; box-sizing: border-box; padding: 5px 10px; -moz-box-sizing: border-box; vertical-align: top; margin:0;} +.float-right{float:right !important;} + +.box5{width:4%; min-width: 100px; float:left;} +.box10{width:9%; min-width: 100px; float:left;} +.box15{width:14%; min-width: 150px;float:left;} +.box20{width:19%; min-width: 200px;float:left;} +.box25{width:24%; min-width: 250px;float:left;} +.box30{width:29%; min-width: 300px;float:left;} +.box35{width:34%; min-width: 350px;float:left;} +.box40{width:39%; min-width: 400px;float:left;} +.box45{width:44%; min-width: 450px;float:left;} +.box50{width:49%; min-width: 500px;float:left;} +.box55{width:54%; min-width: 550px;float:left;} +.box60{width:59%; min-width: 600px;float:left;} +.box65{width:64%; min-width: 650px;float:left;} +.box70{width:69%; min-width: 700px;float:left;} +.box75{width:74%; min-width: 750px;float:left;} +.box80{width:79%; min-width: 800px;float:left;} +.box85{width:84%; min-width: 850px;float:left;} +.box90{width:89%; min-width: 900px;float:left;} +.box95{width:94%; min-width: 950px;float:left;} +.box100, .clear, .clear5, .clear10, .clear15, .clear20, .clear25{width:100%; clear: both;} +.clear{display: block;} +.clear5{height: 10px;} +.clear10{height: 20px;} +.clear15{height: 30px;} +.clear20{height: 40px;} +.clear25{height: 50px;} +.strong{text-transform: uppercase !important;} +.no-margin{margin:0 !important;} +.no-padding{padding:0 !important;} +.box-center{float: none !important; margin-left: auto !important; margin-right: auto !important;} +.txt-center{text-align: center !important;} + +p.title{font-size: 30px; color: #fff; text-shadow: 0 1px 3px #9e6ce8; text-align: right;} +p.count-examples{font-size: 12px; color: #676773; text-align: right;} + +ul.group-items{background-image: url('../img/laser1.png'); background-repeat: no-repeat; background-position: left top 5px; padding-left: 125px; width: 875px !important;} +ul.group-items > li{width: 213px; padding-top: 15px; height: 35px; background: url('../img/group-item.png') no-repeat; text-align: center; display: inline-block; margin-bottom: 15px} +ul.group-items > li a{display:block; width:100%; height: 100%; padding: 20px 0; margin-top: -20px; color:#333;} +ul.group-items > li a:hover{cursor: pointer; text-decoration: underline;} +ul.group-items > li a span.mark{display:inline-block;width: 1px; height: 25px; vertical-align: middle;} +ul.group-items > li a:visited span.mark{background: url('../img/group-item-hover.png') no-repeat; background-position: center center;width:25px; padding-left:4px;} + +.laser2{background-image: url('../img/laser2.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser3{background-image: url('../img/laser3.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser4{background-image: url('../img/laser4.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser5{background-image: url('../img/laser5.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser6{background-image: url('../img/laser6.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser7{background-image: url('../img/laser7.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser8{background-image: url('../img/laser8.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser9{background-image: url('../img/laser9.png') !important; background-repeat: no-repeat; background-position: center 20px;} +.laser10{background-image: url('../img/laser10.png') !important; background-repeat: no-repeat; background-position: center 20px;} + +.bright-bg, .dark-bg{border-bottom: 1px solid #d1d1d1; padding:25px 0;} +.bright-bg{background-color: #e0e0ee;} +.dark-bg{background-color:#e0e4f1;} +.border-bottom{border-bottom: 1px solid #d1d1d1;} + +.prize-bg{background: url('../img/prize-bg.png') no-repeat; background-size: cover; background-position: center center; height: 326px; width: 100%;} +.gradient{background: url('../img/gradient-bg') repeat-y;} +.prize-button{text-transform: uppercase; color: #000; text-shadow: 1px 0 #fff; float:right; background: url('../img/prize-button.png') no-repeat; width: 300px; height: 70px; padding-top:135px; font-size: 16px; padding-left: 75px; margin-top: 25px; margin-right: 145px;} + +.footer{background: #e0e4f1 url('../img/footer-bg.jpg') no-repeat; background-size: cover; width:100%; height: 425px; bottom:0; color:#fff; text-shadow: 1px 1px 0 #000; line-height: 1.25em; font-size: 15px;} +.photonstorm-logo{background: url('../img/photonstorm-logo.png') no-repeat; background-size: cover; display: block;clear:both; width:113px;height:15px; margin-bottom: 6px;} +.flixel-logo{display:block; clear:both; width:26px; height:50px; background: url('../img/flixel-logo.png') no-repeat;} +.forums-icon, .twitter-icon, .github-icon{background: url('../img/forums-icon.png') no-repeat; vertical-align: middle; padding-left: 68px; height: 35px; display: inline-block; padding-top: 25px;} +.twitter-icon{background: url('../img/twitter-icon.png') no-repeat;} +.github-icon{background: url('../img/github-icon.png') no-repeat;} + +.footer > .main-container > .line{margin-top: 270px;} + +ul.footer-links{list-style-type: none; width:100%; clear:both; padding:0; margin:0; float:right; margin-top: -20px;} +ul.footer-links > li{display: inline-block; padding:0; margin:0; float:right;} + + +.game-panel{width:800px; height: 680px; overflow: hidden; display:block; clear:both;box-shadow: 0 0 15px #6ac8f8; margin:-150px auto 0 auto; border-radius: 10px; position: relative; z-index: 10;} +.game-screen{display:block; clear:both; width:800px;height:600px;margin:0;} +.game-controls{display:block; width:100%; height:80px; margin:0; padding:0;background: url('../img/game-controls-bg.jpg') repeat-x;} +ul.left-controls{float:left; list-style-type: none; margin:30px 0 0 25px;padding:0; display: inline-block;} +ul.left-controls > li{margin:0;padding:0; display: inline-block; vertical-align: middle;} +.controls-label{display:inline-block; width:80px; height:9px; background: url('../img/controls-label.png') no-repeat;} +.up-label{display: inline-block; width:11px; height: 11px; background: url('../img/up-label.png') no-repeat;} +.down-label{display: inline-block; width:11px; height: 11px; background: url('../img/down-label.png') no-repeat;} +.left-label{display: inline-block; width:13px; height: 11px; background: url('../img/left-label.png') no-repeat;} +.right-label{display: inline-block; width:12px; height: 11px; background: url('../img/right-label.png') no-repeat;} +.space-label{display: inline-block; width:64px; height: 18px; background: url('../img/space-label.png') no-repeat;} + +ul.right-controls{float:right;list-style-type: none; padding:0; display: inline-block; margin: 15px 25px 0 0;} +ul.right-controls > li{margin:0;padding:0; display: inline-block; vertical-align: middle;} +.pause-button{width: 121px; height:52px; display:inline-block; background: url('../img/pause-button.png') no-repeat;} +.mute-button{width: 121px; height:52px; display:inline-block; background: url('../img/mute-button.png') no-repeat;} +.reset-button{width: 121px; height:52px; display:inline-block; background: url('../img/reset-button.png') no-repeat;} +.pause-button:hover, .mute-button:hover, .reset-button:hover{cursor: pointer;} +.filler{height: 420px;} +.code-block{width:750px; height:auto; overflow: hidden;margin:0 auto;border-radius: 10px;background:#fdfdfd; border:0 !important; box-shadow: inset 0 5px 15px rgba(0,0,0,0.15), 0 0 10px rgba(106,200,248,0.5); padding: 25px !important;display: block; margin-bottom: 20px; margin-top: 30px;} +.px800{width:800px; clear:both; display: block; margin:0 auto; line-height: 1.5em;} +.gradient p{color:#333;} + +@media only screen and (max-width: 1235px), only screen and (max-device-width: 1235px){ + ul.nav-links{min-width:100% !important;} + ul.nav-links > li{display: inline-block;} +} +@media only screen and (max-width: 1120px), only screen and (max-device-width: 1120px){ + .footer .box20, .footer .box55, .footer .box15{display: block; clear:both; margin:10px auto; text-align: center; float:none;} + .footer .box5{display:none;} + .photonstorm-logo{margin:10px auto;} + .footer .box55{width:100%; float:none; margin:10px auto;} + .footer ul.footer-links{width:100%;} + .footer ul.footer-links > li{float:none;} + .footer > .main-container > .line{margin-top: 125px;} +} +@media only screen and (max-width: 1020px), only screen and (max-device-width: 1020px){ + .phaser-logo{display:none;} + .header{margin-bottom: -350px;} + p.title, p.count-examples{text-align: center;} + .box20, .box60{min-width:100% !important; clear:both; width: 100% !important; max-width: 100% !important; text-align: center;} + a.prize-button{margin:0 auto; float:none;display:block;} + .prize-bg{background: transparent;} +} +@media only screen and (max-width: 810px), only screen and (max-device-width: 810px){ + .main-container{width:100%;} +} \ No newline at end of file diff --git a/examples/html/demo.html b/examples/html/demo.html new file mode 100644 index 00000000..274016de --- /dev/null +++ b/examples/html/demo.html @@ -0,0 +1,110 @@ + +
+ + + + + + + +
+ Lorem ipsum dolor sit amet enim. Etiam ullamcorper. Suspendisse a pellentesque dui, non felis. Maecenas malesuada elit lectus felis, malesuada ultricies.
+Curabitur et ligula. Ut molestie a, ultricies porta urna. Vestibulum commodo volutpat a, convallis ac, laoreet enim. Phasellus fermentum in, dolor. Pellentesque facilisis. Nulla imperdiet sit amet magna.
+
+ var Phaser;
+ (function (Phaser) {
+ var Basic = (function () {
+ function Basic(game) {
+ this.name = 'Space Harrier';
+ this._game = game;
+ this.ID = -1;
+ this.exists = true;
+ this.active = true;
+ }
+ Basic.prototype.destroy =
+ function () {
+ };
+ // Code Comment
+ Basic.prototype.toString =
+ function () {
+ return "";
+ };
+ return Basic;
+ })();
+ Phaser.Basic = Basic;
+ })(Phaser || (Phaser = {}));
+
+
+ audio
+9 examples
+Collision
+3 examples
+Tilemaps
+7 examples
+Tilemap.
-* @class Phaser.Tilemap
-* @classdesc This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
-* Internally it creates a TilemapLayer for each layer in the tilemap.
-* @constructor
-* @param {Phaser.Game} game - Current game instance.
-* @param {string} key - Asset key for this map.
-* @param {object} x - Description.
-* @param {object} y - Description.
-* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
-* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
-* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
-*/
Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
- if (typeof resizeWorld === "undefined") { resizeWorld = true; }
- if (typeof tileWidth === "undefined") { tileWidth = 0; }
- if (typeof tileHeight === "undefined") { tileHeight = 0; }
-
- /**
- * @property {Phaser.Game} game - A reference to the currently running game.
- */
- this.game = game;
-
- /**
- * @property {Description} group - Description.
- */
- this.group = null;
-
- /**
- * @property {string} name - The user defined name given to this Description.
- * @default
- */
- this.name = '';
-
- /**
- * @property {Description} key - Description.
- */
- this.key = key;
-
- /**
- * @property {number} renderOrderID - Render iteration counter
- * @default
- */
- this.renderOrderID = 0;
-
- /**
- * @property {boolean} collisionCallback - Tilemap collision callback.
- * @default
- */
- this.collisionCallback = null;
-
- /**
- * @property {boolean} exists - Description.
- * @default
- */
- this.exists = true;
-
- /**
- * @property {boolean} visible - Description.
- * @default
- */
- this.visible = true;
-
- this.width = 0;
- this.height = 0;
-
- /**
- * @property {boolean} tiles - Description.
- * @default
- */
- this.tiles = [];
-
- /**
- * @property {boolean} layers - Description.
- * @default
- */
- this.layers = [];
-
- var map = this.game.cache.getTilemap(key);
-
- PIXI.DisplayObjectContainer.call(this);
-
- /**
- * @property {Description} position - Description.
- */
- this.position.x = x;
- this.position.y = y;
-
- /**
- * @property {Description} type - Description.
- */
- this.type = Phaser.TILEMAP;
-
- /**
- * @property {Description} renderer - Description.
- */
- this.renderer = new Phaser.TilemapRenderer(this.game);
-
- this.fixedToCamera = true;
-
- /**
- * @property {Description} mapFormat - Description.
- */
- this.mapFormat = map.format;
-
- switch (this.mapFormat)
- {
- case Phaser.Tilemap.CSV:
- this.parseCSV(map.mapData, key, tileWidth, tileHeight);
- break;
-
- case Phaser.Tilemap.JSON:
- this.parseTiledJSON(map.mapData, key);
- break;
- }
-
- if (this.currentLayer && resizeWorld)
- {
- this.game.world.setBounds(0, 0, this.width, this.heightIn);
- }
-
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
@@ -138,393 +9,3 @@ Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
Phaser.Tilemap.CSV = 0;
Phaser.Tilemap.JSON = 1;
-/**
-* Parse csv map data and generate tiles.
-*
-* @method Phaser.Tilemap.prototype.parseCSV
-* @param {string} data - CSV map data.
-* @param {string} key - Asset key for tileset image.
-* @param {number} tileWidth - Width of its tile.
-* @param {number} tileHeight - Height of its tile.
-*/
-Phaser.Tilemap.prototype.parseCSV = function (data, key, 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();
-
- var rows = data.split("\n");
-
- for (var i = 0; i < rows.length; i++)
- {
- var column = rows[i].split(",");
-
- if (column.length > 0)
- {
- layer.addColumn(column);
- }
- }
-
- layer.updateBounds();
- layer.createCanvas();
-
- var tileQuantity = layer.parseTileOffsets();
-
- this.currentLayer = layer;
- this.collisionLayer = layer;
- this.layers.push(layer);
-
- this.width = this.currentLayer.widthInPixels;
- this.height = this.currentLayer.heightInPixels;
-
- this.generateTiles(tileQuantity);
-
-};
-
-/**
-* Parse JSON map data and generate tiles.
-*
-* @method Phaser.Tilemap.prototype.parseTiledJSON
-* @param {string} data - JSON map data.
-* @param {string} key - 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.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
-
- 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);
-
- if (this.currentLayer.widthInPixels > this.width)
- {
- this.width = this.currentLayer.widthInPixels;
- }
-
- if (this.currentLayer.heightInPixels > this.height)
- {
- this.height = this.currentLayer.heightInPixels;
- }
- }
-
- this.generateTiles(tileQuantity);
-
-};
-
-/**
-* Create tiles of given quantity.
-* @method Phaser.Tilemap.prototype.generateTiles
-* @param {number} qty - Quantity 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.
-*
-* @method Phaser.Tilemap.prototype.setCollisionCallback
-* @param {object} context - Callback will be called with this context.
-* @param {Function} callback - Callback function.
-*/
-Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
-
- this.collisionCallbackContext = context;
- this.collisionCallback = callback;
-
-};
-
-/**
-* Set collision configs of tiles in a range index.
-*
-* @method Phaser.Tilemap.prototype.setCollisionRange
-* @param {number} start - First index of tiles.
-* @param {number} end - Last index of tiles.
-* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
-* @param {boolean} resetCollisions - Reset collision flags before set.
-* @param {boolean} separateX - Enable separate at x-axis.
-* @param {boolean} separateY - Enable separate at y-axis.
-*/
-Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
-
- 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(left, right, up, down, resetCollisions, separateX, separateY);
- }
-
-};
-
-/**
-* Set collision configs of tiles with given index.
-* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
-* @param {number} collision - Bit field of flags (see Tile.allowCollision).
-* @param {boolean} resetCollisions - Reset collision flags before set.
-* @param {boolean} left - Indicating collide with any object on the left.
-* @param {boolean} right - Indicating collide with any object on the right.
-* @param {boolean} up - Indicating collide with any object on the top.
-* @param {boolean} down - Indicating collide with any object on the bottom.
-* @param {boolean} separateX - Enable separate at x-axis.
-* @param {boolean} separateY - Enable separate at y-axis.
-*/
-Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
-
- 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(left, right, up, down, resetCollisions, separateX, separateY);
- }
-
-};
-
-// Tile Management
-
-/**
-* Get the tile by its index.
-* @param {number} value - 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 {number} x - X position of this tile located.
-* @param {number} y - Y position of this tile located.
-* @param {number} [layer] - 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 {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.
-*/
-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 {number} layer - The layer to check, defaults to 0.
-* @return {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 {GameObject} object - 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 {Function} objectOrGroup - Target object of group you want to check.
-* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
-* @param {object} context - Callback will be called with this context.
-* @return {boolean} Return true if this collides with given object, otherwise return false.
-*/
-Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
-
- objectOrGroup = objectOrGroup || this.game.world.group;
- callback = callback || null;
- context = context || null;
-
- if (callback && context)
- {
- this.collisionCallback = callback;
- this.collisionCallbackContext = context;
- }
-
- if (objectOrGroup instanceof Phaser.Group)
- {
- objectOrGroup.forEachAlive(this.collideGameObject, this);
- }
- else
- {
- this.collideGameObject(objectOrGroup);
- }
-
-};
-
-/**
-* Check whether this tilemap collides with the given game object.
-* @param {GameObject} object - Target object you want to check.
-* @return {boolean} Return true if this collides with given object, otherwise return false.
-*/
-Phaser.Tilemap.prototype.collideGameObject = function (object) {
-
- if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
- {
- return false;
- }
-
- if (object.exists && object.body.allowCollision.none == false)
- {
- this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
-
- if (this.collisionCallback && 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 {number} x - X position of this tile.
-* @param {number} y - Y position of this tile.
-* @param {number} index - The index of this tile type in the core map data.
-* @param {number} [layer] - 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);
-
- if (this.fixedToCamera)
- {
- // this.displayObject.position.x = this.game.camera.view.x + this.x;
- // this.displayObject.position.y = this.game.camera.view.y + this.y;
- this.position.x = this.game.camera.view.x + 0;
- this.position.y = this.game.camera.view.y + 0;
- }
-
-};
-
-/**
-* Description.
-*/
-Phaser.Tilemap.prototype.destroy = function () {
-
- this.tiles.length = 0;
- this.layers.length = 0;
-
-};
-
-/**
-* Get width in pixels.
-* @return {number}
-*/
-Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
-
- get: function () {
- return this.currentLayer.widthInPixels;
- }
-
-});
-
-/**
-* Get height in pixels.
-* @return {number}
-*/
-Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
-
- get: function () {
- return this.currentLayer.heightInPixels;
- }
-
-});
diff --git a/src/tilemap/Tile.js b/src/tilemap_old/Tile.js
similarity index 100%
rename from src/tilemap/Tile.js
rename to src/tilemap_old/Tile.js
diff --git a/src/tilemap_old/Tilemap.js b/src/tilemap_old/Tilemap.js
new file mode 100644
index 00000000..ad19fd81
--- /dev/null
+++ b/src/tilemap_old/Tilemap.js
@@ -0,0 +1,530 @@
+/**
+* @author Richard Davey Tilemap.
+* @class Phaser.Tilemap
+* @classdesc This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
+* Internally it creates a TilemapLayer for each layer in the tilemap.
+* @constructor
+* @param {Phaser.Game} game - Current game instance.
+* @param {string} key - Asset key for this map.
+* @param {object} x - Description.
+* @param {object} y - Description.
+* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
+* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
+* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
+*/
+Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
+
+ if (typeof resizeWorld === "undefined") { resizeWorld = true; }
+ if (typeof tileWidth === "undefined") { tileWidth = 0; }
+ if (typeof tileHeight === "undefined") { tileHeight = 0; }
+
+ /**
+ * @property {Phaser.Game} game - A reference to the currently running game.
+ */
+ this.game = game;
+
+ /**
+ * @property {Description} group - Description.
+ */
+ this.group = null;
+
+ /**
+ * @property {string} name - The user defined name given to this Description.
+ * @default
+ */
+ this.name = '';
+
+ /**
+ * @property {Description} key - Description.
+ */
+ this.key = key;
+
+ /**
+ * @property {number} renderOrderID - Render iteration counter
+ * @default
+ */
+ this.renderOrderID = 0;
+
+ /**
+ * @property {boolean} collisionCallback - Tilemap collision callback.
+ * @default
+ */
+ this.collisionCallback = null;
+
+ /**
+ * @property {boolean} exists - Description.
+ * @default
+ */
+ this.exists = true;
+
+ /**
+ * @property {boolean} visible - Description.
+ * @default
+ */
+ this.visible = true;
+
+ this.width = 0;
+ this.height = 0;
+
+ /**
+ * @property {boolean} tiles - Description.
+ * @default
+ */
+ this.tiles = [];
+
+ /**
+ * @property {boolean} layers - Description.
+ * @default
+ */
+ this.layers = [];
+
+ var map = this.game.cache.getTilemap(key);
+
+ PIXI.DisplayObjectContainer.call(this);
+
+ /**
+ * @property {Description} position - Description.
+ */
+ this.position.x = x;
+ this.position.y = y;
+
+ /**
+ * @property {Description} type - Description.
+ */
+ this.type = Phaser.TILEMAP;
+
+ /**
+ * @property {Description} renderer - Description.
+ */
+ this.renderer = new Phaser.TilemapRenderer(this.game);
+
+ this.fixedToCamera = true;
+
+ /**
+ * @property {Description} mapFormat - Description.
+ */
+ this.mapFormat = map.format;
+
+ switch (this.mapFormat)
+ {
+ case Phaser.Tilemap.CSV:
+ this.parseCSV(map.mapData, key, tileWidth, tileHeight);
+ break;
+
+ case Phaser.Tilemap.JSON:
+ this.parseTiledJSON(map.mapData, key);
+ break;
+ }
+
+ if (this.currentLayer && resizeWorld)
+ {
+ this.game.world.setBounds(0, 0, this.width, this.heightIn);
+ }
+
+};
+
+// 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.CSV = 0;
+Phaser.Tilemap.JSON = 1;
+
+/**
+* Parse csv map data and generate tiles.
+*
+* @method Phaser.Tilemap.prototype.parseCSV
+* @param {string} data - CSV map data.
+* @param {string} key - Asset key for tileset image.
+* @param {number} tileWidth - Width of its tile.
+* @param {number} tileHeight - Height of its tile.
+*/
+Phaser.Tilemap.prototype.parseCSV = function (data, key, 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();
+
+ var rows = data.split("\n");
+
+ for (var i = 0; i < rows.length; i++)
+ {
+ var column = rows[i].split(",");
+
+ if (column.length > 0)
+ {
+ layer.addColumn(column);
+ }
+ }
+
+ layer.updateBounds();
+ layer.createCanvas();
+
+ var tileQuantity = layer.parseTileOffsets();
+
+ this.currentLayer = layer;
+ this.collisionLayer = layer;
+ this.layers.push(layer);
+
+ this.width = this.currentLayer.widthInPixels;
+ this.height = this.currentLayer.heightInPixels;
+
+ this.generateTiles(tileQuantity);
+
+};
+
+/**
+* Parse JSON map data and generate tiles.
+*
+* @method Phaser.Tilemap.prototype.parseTiledJSON
+* @param {string} data - JSON map data.
+* @param {string} key - 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.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
+
+ 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);
+
+ if (this.currentLayer.widthInPixels > this.width)
+ {
+ this.width = this.currentLayer.widthInPixels;
+ }
+
+ if (this.currentLayer.heightInPixels > this.height)
+ {
+ this.height = this.currentLayer.heightInPixels;
+ }
+ }
+
+ this.generateTiles(tileQuantity);
+
+};
+
+/**
+* Create tiles of given quantity.
+* @method Phaser.Tilemap.prototype.generateTiles
+* @param {number} qty - Quantity 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.
+*
+* @method Phaser.Tilemap.prototype.setCollisionCallback
+* @param {object} context - Callback will be called with this context.
+* @param {Function} callback - Callback function.
+*/
+Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
+
+ this.collisionCallbackContext = context;
+ this.collisionCallback = callback;
+
+};
+
+/**
+* Set collision configs of tiles in a range index.
+*
+* @method Phaser.Tilemap.prototype.setCollisionRange
+* @param {number} start - First index of tiles.
+* @param {number} end - Last index of tiles.
+* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
+* @param {boolean} resetCollisions - Reset collision flags before set.
+* @param {boolean} separateX - Enable separate at x-axis.
+* @param {boolean} separateY - Enable separate at y-axis.
+*/
+Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
+
+ 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(left, right, up, down, resetCollisions, separateX, separateY);
+ }
+
+};
+
+/**
+* Set collision configs of tiles with given index.
+* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
+* @param {number} collision - Bit field of flags (see Tile.allowCollision).
+* @param {boolean} resetCollisions - Reset collision flags before set.
+* @param {boolean} left - Indicating collide with any object on the left.
+* @param {boolean} right - Indicating collide with any object on the right.
+* @param {boolean} up - Indicating collide with any object on the top.
+* @param {boolean} down - Indicating collide with any object on the bottom.
+* @param {boolean} separateX - Enable separate at x-axis.
+* @param {boolean} separateY - Enable separate at y-axis.
+*/
+Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
+
+ 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(left, right, up, down, resetCollisions, separateX, separateY);
+ }
+
+};
+
+// Tile Management
+
+/**
+* Get the tile by its index.
+* @param {number} value - 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 {number} x - X position of this tile located.
+* @param {number} y - Y position of this tile located.
+* @param {number} [layer] - 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 {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.
+*/
+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 {number} layer - The layer to check, defaults to 0.
+* @return {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 {GameObject} object - 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 {Function} objectOrGroup - Target object of group you want to check.
+* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
+* @param {object} context - Callback will be called with this context.
+* @return {boolean} Return true if this collides with given object, otherwise return false.
+*/
+Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
+
+ objectOrGroup = objectOrGroup || this.game.world.group;
+ callback = callback || null;
+ context = context || null;
+
+ if (callback && context)
+ {
+ this.collisionCallback = callback;
+ this.collisionCallbackContext = context;
+ }
+
+ if (objectOrGroup instanceof Phaser.Group)
+ {
+ objectOrGroup.forEachAlive(this.collideGameObject, this);
+ }
+ else
+ {
+ this.collideGameObject(objectOrGroup);
+ }
+
+};
+
+/**
+* Check whether this tilemap collides with the given game object.
+* @param {GameObject} object - Target object you want to check.
+* @return {boolean} Return true if this collides with given object, otherwise return false.
+*/
+Phaser.Tilemap.prototype.collideGameObject = function (object) {
+
+ if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
+ {
+ return false;
+ }
+
+ if (object.exists && object.body.allowCollision.none == false)
+ {
+ this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
+
+ if (this.collisionCallback && 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 {number} x - X position of this tile.
+* @param {number} y - Y position of this tile.
+* @param {number} index - The index of this tile type in the core map data.
+* @param {number} [layer] - 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);
+
+ if (this.fixedToCamera)
+ {
+ // this.displayObject.position.x = this.game.camera.view.x + this.x;
+ // this.displayObject.position.y = this.game.camera.view.y + this.y;
+ this.position.x = this.game.camera.view.x + 0;
+ this.position.y = this.game.camera.view.y + 0;
+ }
+
+};
+
+/**
+* Description.
+*/
+Phaser.Tilemap.prototype.destroy = function () {
+
+ this.tiles.length = 0;
+ this.layers.length = 0;
+
+};
+
+/**
+* Get width in pixels.
+* @return {number}
+*/
+Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
+
+ get: function () {
+ return this.currentLayer.widthInPixels;
+ }
+
+});
+
+/**
+* Get height in pixels.
+* @return {number}
+*/
+Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
+
+ get: function () {
+ return this.currentLayer.heightInPixels;
+ }
+
+});
diff --git a/src/tilemap_old/TilemapLayer.js b/src/tilemap_old/TilemapLayer.js
new file mode 100644
index 00000000..80fd7516
--- /dev/null
+++ b/src/tilemap_old/TilemapLayer.js
@@ -0,0 +1,662 @@
+/**
+* @author Richard Davey TilemapLayer.
+* @class Phaser.TilemapLayer
+* @classdesc A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
+* @constructor
+* @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.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.
+*/
+Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) {
+
+ /**
+ * @property {boolean} exists - Controls whether update() and draw() are automatically called.
+ * @default
+ */
+ this.exists = true;
+
+ /**
+ * @property {boolean} visible - Controls whether draw() are automatically called.
+ * @default
+ */
+ this.visible = true;
+
+ /**
+ * How many tiles in each row.
+ * Read-only variable, do NOT recommend changing after the map is loaded!
+ * @property {number} widthInTiles
+ * @default
+ */
+ this.widthInTiles = 0;
+
+ /**
+ * How many tiles in each column.
+ * Read-only variable, do NOT recommend changing after the map is loaded!
+ * @property {number} heightInTiles
+ * @default
+ */
+ this.heightInTiles = 0;
+
+ /**
+ * Read-only variable, do NOT recommend changing after the map is loaded!
+ * @property {number} widthInPixels
+ * @default
+ */
+ this.widthInPixels = 0;
+
+ /**
+ * Read-only variable, do NOT recommend changing after the map is loaded!
+ * @property {number} heightInPixels
+ * @default
+ */
+ this.heightInPixels = 0;
+
+ /**
+ * Distance between REAL tiles to the tileset texture bound.
+ * @property {number} tileMargin
+ * @default
+ */
+ this.tileMargin = 0;
+
+ /**
+ * Distance between every 2 neighbor tile in the tileset texture.
+ * @property {number} tileSpacing
+ * @default
+ */
+ this.tileSpacing = 0;
+
+ /**
+ * @property {Description} parent - Description.
+ */
+ this.parent = parent;
+
+ /**
+ * @property {Phaser.Game} game - Description.
+ */
+ this.game = parent.game;
+
+ /**
+ * @property {Description} ID - Description.
+ */
+ this.ID = id;
+
+ /**
+ * @property {Description} name - Description.
+ */
+ this.name = name;
+
+ /**
+ * @property {Description} key - Description.
+ */
+ this.key = key;
+
+ /**
+ * @property {Description} type - Description.
+ */
+ this.type = Phaser.TILEMAPLAYER;
+
+ /**
+ * @property {tileWidth} mapFormat - Description.
+ */
+ this.mapFormat = mapFormat;
+
+ /**
+ * @property {Description} tileWidth - Description.
+ */
+ this.tileWidth = tileWidth;
+
+ /**
+ * @property {Description} tileHeight - Description.
+ */
+ this.tileHeight = tileHeight;
+
+ /**
+ * @property {Phaser.Rectangle} boundsInTiles - Description.
+ */
+ this.boundsInTiles = new Phaser.Rectangle();
+
+ var map = this.game.cache.getTilemap(key);
+
+ /**
+ * @property {Description} tileset - Description.
+ */
+ this.tileset = map.data;
+
+ /**
+ * @property {Description} _alpha - Description.
+ * @private
+ * @default
+ */
+ this._alpha = 1;
+
+ /**
+ * @property {Description} canvas - Description.
+ * @default
+ */
+ this.canvas = null;
+
+ /**
+ * @property {Description} context - Description.
+ * @default
+ */
+ this.context = null;
+
+ /**
+ * @property {Description} baseTexture - Description.
+ * @default
+ */
+ this.baseTexture = null;
+
+ /**
+ * @property {Description} texture - Description.
+ * @default
+ */
+ this.texture = null;
+
+ /**
+ * @property {Description} sprite - Description.
+ * @default
+ */
+ this.sprite = null;
+
+ /**
+ * @property {array} mapData - Description.
+ */
+ this.mapData = [];
+
+ /**
+ * @property {array} _tempTileBlock - Description.
+ * @private
+ */
+ this._tempTileBlock = [];
+
+ /**
+ * @property {array} _tempBlockResults - Description.
+ * @private
+ *
+ */
+ this._tempBlockResults = [];
+
+};
+
+Phaser.TilemapLayer.prototype = {
+
+ /**
+ * Set a specific tile with its x and y in tiles.
+ * @method putTileWorldXY
+ * @param {number} x - X position of this tile in world coordinates.
+ * @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) {
+
+ x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
+ y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
+
+ if (y >= 0 && y < this.mapData.length)
+ {
+ if (x >= 0 && x < this.mapData[y].length)
+ {
+ this.mapData[y][x] = index;
+ }
+ }
+
+ },
+
+ /**
+ * Set a specific tile with its x and y in tiles.
+ * @method putTile
+ * @param {number} x - X position of this tile.
+ * @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) {
+
+ if (y >= 0 && y < this.mapData.length)
+ {
+ if (x >= 0 && x < this.mapData[y].length)
+ {
+ this.mapData[y][x] = index;
+ }
+ }
+
+ },
+
+ /**
+ * 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.
+ */
+ swapTile: function (tileA, tileB, x, y, width, height) {
+
+ x = x || 0;
+ y = y || 0;
+ width = width || this.widthInTiles;
+ height = height || this.heightInTiles;
+
+ this.getTempBlock(x, y, width, height);
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ // First sweep marking tileA as needing a new index
+ if (this._tempTileBlock[r].tile.index == tileA)
+ {
+ this._tempTileBlock[r].newIndex = true;
+ }
+
+ // In the same pass we can swap tileB to tileA
+ if (this._tempTileBlock[r].tile.index == tileB)
+ {
+ this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
+ }
+ }
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ // And now swap our newIndex tiles for tileB
+ if (this._tempTileBlock[r].newIndex == true)
+ {
+ this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
+ }
+ }
+
+ },
+
+ /**
+ * Fill a tile block with a specific tile index.
+ * @method fillTile
+ * @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.
+ */
+ fillTile: function (index, x, y, width, height) {
+
+ x = x || 0;
+ y = y || 0;
+ width = width || this.widthInTiles;
+ height = height || this.heightInTiles;
+
+ this.getTempBlock(x, y, width, height);
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
+ }
+
+ },
+
+ /**
+ * Set random tiles to a specific tile block.
+ * @method randomiseTiles
+ * @param {number[]} tiles - Tiles with indexes in this array will be randomly set to the given block.
+ * @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.
+ */
+ randomiseTiles: function (tiles, x, y, width, height) {
+
+ x = x || 0;
+ y = y || 0;
+ width = width || this.widthInTiles;
+ height = height || this.heightInTiles;
+
+ this.getTempBlock(x, y, width, height);
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
+ }
+
+ },
+
+ /**
+ * Replace one kind of tiles to another kind.
+ * @method replaceTile
+ * @param {number} tileA - First tile index.
+ * @param {number} tileB - Second tile index.
+ * @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.
+ */
+ replaceTile: function (tileA, tileB, x, y, width, height) {
+
+ x = x || 0;
+ y = y || 0;
+ width = width || this.widthInTiles;
+ height = height || this.heightInTiles;
+
+ this.getTempBlock(x, y, width, height);
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ if (this._tempTileBlock[r].tile.index == tileA)
+ {
+ this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
+ }
+ }
+
+ },
+
+ /**
+ * Get a tile block with specific position and size (both are in tiles).
+ * @method getTileBlock
+ * @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.
+ */
+ getTileBlock: function (x, y, width, height) {
+
+ var output = [];
+
+ this.getTempBlock(x, y, width, height);
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ output.push({
+ x: this._tempTileBlock[r].x,
+ y: this._tempTileBlock[r].y,
+ tile: this._tempTileBlock[r].tile
+ });
+ }
+
+ return output;
+
+ },
+
+ /**
+ * Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
+ * @method getTileFromWorldXY
+ * @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.
+ */
+ getTileFromWorldXY: function (x, y) {
+
+ x = Phaser.Math.snapToFloor(x, this.tileWidth) / this.tileWidth;
+ y = Phaser.Math.snapToFloor(y, this.tileHeight) / this.tileHeight;
+
+ return this.getTileIndex(x, y);
+
+ },
+
+ /**
+ * Get tiles overlaps the given object.
+ * @method getTileOverlaps
+ * @param {GameObject} object - Tiles you want to get that overlaps this.
+ * @return {array} Array with tiles informations (each contains x, y, and the tile).
+ */
+ getTileOverlaps: function (object) {
+
+ this._tempBlockResults.length = 0;
+
+ // If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
+ if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
+ {
+ return this._tempBlockResults;
+ }
+
+ // What tiles do we need to check against?
+ this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
+ this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
+ this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
+ this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
+
+ // Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
+ this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
+
+ for (var r = 0; r < this._tempTileBlock.length; r++)
+ {
+ // separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
+ if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
+ {
+ this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
+ }
+ }
+
+ return this._tempBlockResults;
+
+ },
+
+ /**
+ * Get a tile block with its position and size (this method does not return, it'll set result to _tempTileBlock).
+ * @method getTempBlock
+ * @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.
+ * @param {boolean} collisionOnly - Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
+ */
+ getTempBlock: function (x, y, width, height, collisionOnly) {
+
+ if (typeof collisionOnly === "undefined") { collisionOnly = false; }
+
+ if (x < 0)
+ {
+ x = 0;
+ }
+
+ if (y < 0)
+ {
+ y = 0;
+ }
+
+ if (width > this.widthInTiles)
+ {
+ width = this.widthInTiles;
+ }
+
+ if (height > this.heightInTiles)
+ {
+ height = this.heightInTiles;
+ }
+
+ this._tempTileBlock = [];
+
+ for (var ty = y; ty < y + height; ty++)
+ {
+ for (var tx = x; tx < x + width; tx++)
+ {
+ if (collisionOnly)
+ {
+ // We only want to consider the tile for checking if you can actually collide with it
+ if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
+ {
+ this._tempTileBlock.push({
+ x: tx,
+ y: ty,
+ tile: this.parent.tiles[this.mapData[ty][tx]]
+ });
+ }
+ }
+ else
+ {
+ if (this.mapData[ty] && this.mapData[ty][tx])
+ {
+ this._tempTileBlock.push({
+ x: tx,
+ y: ty,
+ tile: this.parent.tiles[this.mapData[ty][tx]]
+ });
+ }
+ }
+ }
+ }
+ },
+
+ /**
+ * Get the tile index of specific position (in tiles).
+ * @method getTileIndex
+ * @param {number} x - X position of the tile.
+ * @param {number} y - Y position of the tile.
+ * @return {number} Index of the tile at that position. Return null if there isn't a tile there.
+ */
+ getTileIndex: function (x, y) {
+
+ if (y >= 0 && y < this.mapData.length)
+ {
+ if (x >= 0 && x < this.mapData[y].length)
+ {
+ return this.mapData[y][x];
+ }
+ }
+
+ return null;
+
+ },
+
+ /**
+ * Add a column of tiles into the layer.
+ * @method addColumn
+ * @param {string[]|number[]} column - An array of tile indexes to be added.
+ */
+ addColumn: function (column) {
+
+ var data = [];
+
+ for (var c = 0; c < column.length; c++)
+ {
+ data[c] = parseInt(column[c]);
+ }
+
+ if (this.widthInTiles == 0)
+ {
+ this.widthInTiles = data.length;
+ this.widthInPixels = this.widthInTiles * this.tileWidth;
+ }
+
+ this.mapData.push(data);
+
+ this.heightInTiles++;
+ this.heightInPixels += this.tileHeight;
+
+ },
+
+ /**
+ * Description.
+ * @method createCanvas
+ */
+ createCanvas: function () {
+
+ var width = this.game.width;
+ var height = this.game.height;
+
+ if (this.widthInPixels < width)
+ {
+ width = this.widthInPixels;
+ }
+
+ if (this.heightInPixels < height)
+ {
+ height = this.heightInPixels;
+ }
+
+ this.canvas = Phaser.Canvas.create(width, 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.parent.addChild(this.sprite);
+
+ },
+
+ createQuadTree: function (width, height) {
+
+ this.quadTree = new Phaser.QuadTree(this, 0, 0, width, height, 20, 4);
+
+ },
+
+ /**
+ * Update boundsInTiles with widthInTiles and heightInTiles.
+ * @method updateBounds
+ */
+ updateBounds: function () {
+
+ this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
+
+ },
+
+ /**
+ * Parse tile offsets from map data.
+ * Basically this creates a large array of objects that contain the x/y coordinates to grab each tile from
+ * for the entire map. Yes we could calculate this at run-time by using the tile index and some math, but we're
+ * trading a quite small bit of memory here to not have to process that in our main render loop.
+ * @method parseTileOffsets
+ * @return {number} Length of tileOffsets array.
+ */
+ parseTileOffsets: function () {
+
+ this.tileOffsets = [];
+
+ var i = 0;
+
+ if (this.mapFormat == Phaser.Tilemap.JSON)
+ {
+ // For some reason Tiled counts from 1 not 0
+ this.tileOffsets[0] = null;
+ i = 1;
+ }
+
+ for (var ty = this.tileMargin; ty < this.tileset.height; ty += (this.tileHeight + this.tileSpacing))
+ {
+ for (var tx = this.tileMargin; tx < this.tileset.width; tx += (this.tileWidth + this.tileSpacing))
+ {
+ this.tileOffsets[i] = {
+ x: tx,
+ y: ty
+ };
+ i++;
+ }
+ }
+
+ return this.tileOffsets.length;
+
+ }
+
+};
+
+/**
+* Get
+* @return {Description}
+*//**
+* Set
+* @param {Description} value - Description.
+*/
+Object.defineProperty(Phaser.TilemapLayer.prototype, 'alpha', {
+
+ get: function() {
+ return this._alpha;
+ },
+
+ set: function(value) {
+
+ if (this.sprite)
+ {
+ this.sprite.alpha = value;
+ }
+
+ this._alpha = value;
+ }
+
+});
diff --git a/src/tilemap/TilemapRenderer.js b/src/tilemap_old/TilemapRenderer.js
similarity index 100%
rename from src/tilemap/TilemapRenderer.js
rename to src/tilemap_old/TilemapRenderer.js