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https://github.com/wassname/phaser.git
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New examples HTML page added.
This commit is contained in:
@@ -727,8 +727,8 @@ Phaser.InputHandler.prototype = {
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if (this.snapOnDrag)
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{
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this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
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this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
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this.sprite.x = Math.round(this.sprite.x / this.snapX) * this.snapX;
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this.sprite.y = Math.round(this.sprite.y / this.snapY) * this.snapY;
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}
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return true;
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@@ -941,8 +941,8 @@ Phaser.InputHandler.prototype = {
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if (this.snapOnRelease)
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{
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this.sprite.x = Math.floor(this.sprite.x / this.snapX) * this.snapX;
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this.sprite.y = Math.floor(this.sprite.y / this.snapY) * this.snapY;
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this.sprite.x = Math.round(this.sprite.x / this.snapX) * this.snapX;
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this.sprite.y = Math.round(this.sprite.y / this.snapY) * this.snapY;
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}
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this.sprite.events.onDragStop.dispatch(this.sprite, pointer);
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@@ -1,134 +1,5 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser.Tilemap
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*/
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/**
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* Create a new <code>Tilemap</code>.
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* @class Phaser.Tilemap
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* @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.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Asset key for this map.
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* @param {object} x - Description.
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* @param {object} y - Description.
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* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
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* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
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* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
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*/
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Phaser.Tilemap = function (game, key, x, y, 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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if (typeof tileHeight === "undefined") { tileHeight = 0; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Description} group - Description.
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*/
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this.group = null;
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/**
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* @property {string} name - The user defined name given to this Description.
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* @default
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*/
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this.name = '';
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/**
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* @property {Description} key - Description.
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*/
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this.key = key;
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/**
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* @property {number} renderOrderID - Render iteration counter
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* @default
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*/
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this.renderOrderID = 0;
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/**
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* @property {boolean} collisionCallback - Tilemap collision callback.
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* @default
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*/
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this.collisionCallback = null;
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/**
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* @property {boolean} exists - Description.
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* @default
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*/
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this.exists = true;
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/**
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* @property {boolean} visible - Description.
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* @default
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*/
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this.visible = true;
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this.width = 0;
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this.height = 0;
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/**
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* @property {boolean} tiles - Description.
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* @default
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*/
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this.tiles = [];
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/**
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* @property {boolean} layers - Description.
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* @default
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*/
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this.layers = [];
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var map = this.game.cache.getTilemap(key);
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PIXI.DisplayObjectContainer.call(this);
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/**
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* @property {Description} position - Description.
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*/
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this.position.x = x;
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this.position.y = y;
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.TILEMAP;
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/**
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* @property {Description} renderer - Description.
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*/
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this.renderer = new Phaser.TilemapRenderer(this.game);
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this.fixedToCamera = true;
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/**
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* @property {Description} mapFormat - Description.
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*/
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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.CSV:
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this.parseCSV(map.mapData, key, tileWidth, tileHeight);
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break;
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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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if (this.currentLayer && resizeWorld)
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{
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this.game.world.setBounds(0, 0, this.width, this.heightIn);
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}
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};
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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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@@ -138,393 +9,3 @@ Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
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Phaser.Tilemap.CSV = 0;
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Phaser.Tilemap.JSON = 1;
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/**
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* Parse csv map data and generate tiles.
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*
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* @method Phaser.Tilemap.prototype.parseCSV
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* @param {string} data - CSV map data.
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* @param {string} key - Asset key for tileset image.
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* @param {number} tileWidth - Width of its tile.
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* @param {number} tileHeight - 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.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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var rows = data.split("\n");
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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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layer.addColumn(column);
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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.width = this.currentLayer.widthInPixels;
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this.height = this.currentLayer.heightInPixels;
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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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*
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* @method Phaser.Tilemap.prototype.parseTiledJSON
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* @param {string} data - JSON map data.
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* @param {string} key - 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.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
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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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if (this.currentLayer.widthInPixels > this.width)
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{
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this.width = this.currentLayer.widthInPixels;
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}
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if (this.currentLayer.heightInPixels > this.height)
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{
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this.height = this.currentLayer.heightInPixels;
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}
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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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* @method Phaser.Tilemap.prototype.generateTiles
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* @param {number} qty - Quantity of tiles to be generated.
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*/
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Phaser.Tilemap.prototype.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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*
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* @method Phaser.Tilemap.prototype.setCollisionCallback
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* @param {object} context - Callback will be called with this context.
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* @param {Function} callback - Callback function.
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*/
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Phaser.Tilemap.prototype.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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*
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* @method Phaser.Tilemap.prototype.setCollisionRange
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* @param {number} start - First index of tiles.
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* @param {number} end - Last index of tiles.
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* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
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* @param {boolean} resetCollisions - Reset collision flags before set.
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* @param {boolean} separateX - Enable separate at x-axis.
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* @param {boolean} separateY - Enable separate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
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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(left, right, up, down, 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 {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param {number} collision - Bit field of flags (see Tile.allowCollision).
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* @param {boolean} resetCollisions - Reset collision flags before set.
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* @param {boolean} left - Indicating collide with any object on the left.
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* @param {boolean} right - Indicating collide with any object on the right.
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* @param {boolean} up - Indicating collide with any object on the top.
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* @param {boolean} down - Indicating collide with any object on the bottom.
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* @param {boolean} separateX - Enable separate at x-axis.
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* @param {boolean} separateY - Enable separate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
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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(left, right, up, down, 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 {number} value - 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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Phaser.Tilemap.prototype.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 {number} x - X position of this tile located.
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* @param {number} y - Y position of this tile located.
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* @param {number} [layer] - layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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Phaser.Tilemap.prototype.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 {number} x - X position of the point in target tile.
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* @param {number} y - Y position of the point in target tile.
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* @param {number} [layer] - layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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Phaser.Tilemap.prototype.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 {number} layer - The layer to check, defaults to 0.
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* @return {Tile}
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*/
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Phaser.Tilemap.prototype.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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/**
|
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* Get tiles overlaps the given object.
|
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* @param {GameObject} object - 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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Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
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return this.currentLayer.getTileOverlaps(object);
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||||
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};
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// 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;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
@@ -0,0 +1,530 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.Tilemap
|
||||
*/
|
||||
|
||||
|
||||
/**
|
||||
* Create a new <code>Tilemap</code>.
|
||||
* @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;
|
||||
}
|
||||
|
||||
});
|
||||
@@ -0,0 +1,662 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
|
||||
* @module Phaser.TilemapLayer
|
||||
*/
|
||||
|
||||
/**
|
||||
* Create a new <code>TilemapLayer</code>.
|
||||
* @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;
|
||||
}
|
||||
|
||||
});
|
||||
Reference in New Issue
Block a user