mirror of
https://github.com/wassname/phaser.git
synced 2026-06-29 16:30:29 +08:00
Extracting the correct area from a layer, debug displaying it and preparing for collision.
This commit is contained in:
@@ -15,9 +15,12 @@
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}
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var map;
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var tileset;
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var layer;
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var cursors;
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var sprite2;
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var overlap;
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function create() {
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@@ -25,9 +28,19 @@
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// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
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// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
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var map = new Phaser.Tilemap(game, 'level3');
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map = new Phaser.Tilemap(game, 'level3');
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var tileset = game.cache.getTileset('tiles');
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// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
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// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
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// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
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// This way multiple levels can share the same single Tileset without requiring one each.
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tileset = game.cache.getTileset('tiles');
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// Basically this sets EVERY SINGLE tile to fully collide on all faces
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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// And this turns off collision on the only tile we don't want collision on :)
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tileset.setCollision(6, false, false, false, false);
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// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
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// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
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@@ -38,6 +51,11 @@
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layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, tileset, map, 0);
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// To set tiles for collision you need to modify the Tileset, which is a property of the layer
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// Task now
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//
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// 1) Get tiles that will collide with sprites new position (hullX and hullY)
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// 2) Separate x/y
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// Collision is based on the layer.x/y value
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@@ -95,12 +113,55 @@
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layer.x += 4;
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}
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// getTiles: function (x, y, width, height, collides, layer) {
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overlap = layer.getTiles(layer.x, layer.y, 128, 128);
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}
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function render() {
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layer.render();
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game.context.save();
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game.context.setTransform(1, 0, 0, 1, 0, 0);
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game.context.fillStyle = 'rgba(255, 0, 0, 0.5)';
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if (overlap.length > 1)
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{
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var x = 0;
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var y = 0;
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for (var i = 1; i < overlap.length; i++)
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{
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game.context.drawImage(
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overlap[i].tile.tileset.image,
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overlap[i].tile.x,
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overlap[i].tile.y,
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overlap[i].tile.width,
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overlap[i].tile.height,
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0 + (x * overlap[i].tile.width),
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420 + (y * overlap[i].tile.height),
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overlap[i].tile.width,
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overlap[i].tile.height
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);
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if (overlap[i].tile.collideNone == false)
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{
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game.context.fillRect(0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height);
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}
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x++;
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if (x == overlap[0].tw)
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{
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x = 0;
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y++;
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}
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}
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}
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game.context.restore();
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}
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</script>
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@@ -0,0 +1,190 @@
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<?php
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$title = "Tilemap Layer WIP #1";
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require('../head.php');
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?>
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<script type="text/javascript">
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// var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
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function preload() {
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game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
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game.load.image('phaser', 'assets/sprites/phaser-dude.png');
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}
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var map;
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var tileset;
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var layer;
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var cursors;
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var overlap;
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var sprite;
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function create() {
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game.stage.backgroundColor = '#3d3d3d';
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// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
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// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
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map = new Phaser.Tilemap(game, 'level3');
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// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
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// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
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// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
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// This way multiple levels can share the same single Tileset without requiring one each.
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tileset = game.cache.getTileset('tiles');
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// Basically this sets EVERY SINGLE tile to fully collide on all faces
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tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
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// And this turns off collision on the only tile we don't want collision on :)
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tileset.setCollision(6, false, false, false, false);
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// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
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// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
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// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
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// This one gives tileset as a string, the other an object
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// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0);
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layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, tileset, map, 0);
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// To set tiles for collision you need to modify the Tileset, which is a property of the layer
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// Task now
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//
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// 1) Get tiles that will collide with sprites new position (hullX and hullY)
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// 2) Separate x/y
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// Collision is based on the layer.x/y value
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
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map.debugMap = [ '#000000',
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'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#bcbcbc', '#e40058', '#e40058', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#80d010', '#80d010', '#80d010', '#0070ec', '#0070ec', '#80d010', '#80d010', '#80d010', '#80d010', '#0070ec',
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'#0070ec', '#24188c', '#24188c', '#80d010', '#80d010', '#80d010', '#bcbcbc', '#80d010', '#80d010', '#80d010', '#e40058',
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'#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#e40058', '#bcbcbc', '#80d010', '#bcbcbc', '#80d010', '#000000', '#80d010',
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'#80d010', '#80d010', '#bcbcbc', '#e40058', '#80d010', '#80d010', '#e40058', '#e40058', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#0070ec', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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'#bcbcbc', '#bcbcbc'
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];
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// map.dump();
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// layer.sprite.scale.setTo(2, 2);
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// Works a treat :)
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// game.add.sprite(320, 0, layer.texture, layer.frame);
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// game.add.sprite(0, 200, layer.texture, layer.frame);
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// game.add.sprite(320, 200, layer.texture, layer.frame);
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// game.world.setBounds(0, 0, 2000, 2000);
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// game.camera.x = 400;
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sprite = game.add.sprite(200, 80, 'phaser');
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cursors = game.input.keyboard.createCursorKeys();
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}
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function update() {
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sprite.body.velocity.setTo(0, 0);
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// layer.sprite.angle += 0.5;
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if (cursors.up.isDown)
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{
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sprite.body.velocity.y = -100;
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// layer.y -= 4;
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}
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else if (cursors.down.isDown)
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{
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sprite.body.velocity.y = 100;
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// layer.y += 4;
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}
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if (cursors.left.isDown)
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{
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sprite.body.velocity.x = -100;
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// layer.x -= 4;
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}
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else if (cursors.right.isDown)
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{
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sprite.body.velocity.x = 100;
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// layer.x += 4;
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}
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// getTiles: function (x, y, width, height, collides, layer) {
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overlap = layer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
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if (overlap.length > 1)
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{
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for (var i = 1; i < overlap.length; i++)
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{
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game.physics.separateTile(sprite.body, overlap[i]);
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}
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}
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}
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function render() {
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layer.render();
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game.context.save();
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game.context.setTransform(1, 0, 0, 1, 0, 0);
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game.context.fillStyle = 'rgba(255, 0, 0, 0.5)';
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if (overlap.length > 1)
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{
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var x = 0;
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var y = 0;
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for (var i = 1; i < overlap.length; i++)
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{
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game.context.drawImage(
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overlap[i].tile.tileset.image,
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overlap[i].tile.x,
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overlap[i].tile.y,
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overlap[i].tile.width,
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overlap[i].tile.height,
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0 + (x * overlap[i].tile.width),
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420 + (y * overlap[i].tile.height),
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overlap[i].tile.width,
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overlap[i].tile.height
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);
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if (overlap[i].tile.collideNone == false)
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{
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game.context.fillRect(0 + (x * overlap[i].tile.width), 420 + (y * overlap[i].tile.height), overlap[i].tile.width, overlap[i].tile.height);
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}
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x++;
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if (x == overlap[0].tw)
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{
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x = 0;
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y++;
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}
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}
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}
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game.context.restore();
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game.debug.renderRectangle(sprite.body.hullX);
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}
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</script>
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<?php
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require('../foot.php');
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?>
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@@ -633,10 +633,21 @@ Phaser.Physics.Arcade.prototype = {
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* @param object2 The second GameObject to separate
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* @returns {boolean} Returns true if the objects were separated, otherwise false.
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*/
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separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY) {
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separateTile: function (body, tile) {
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var separatedX = this.separateTileX(object.body, x, y, width, height, mass, collideLeft, collideRight, separateX);
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var separatedY = this.separateTileY(object.body, x, y, width, height, mass, collideUp, collideDown, separateY);
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var separatedX = this.separateTileX(body, tile, true);
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if (separatedX)
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{
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console.log('x overlap', this._overlap);
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}
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var separatedY = this.separateTileY(body, tile, true);
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if (separatedY)
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{
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console.log('y overlap', this._overlap);
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}
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if (separatedX || separatedY)
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{
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@@ -653,58 +664,48 @@ Phaser.Physics.Arcade.prototype = {
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* @param tile The Tile to separate
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
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*/
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OLDseparateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
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separateTileX: function (body, tile, separate) {
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// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
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if (body.immovable)
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{
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return false;
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}
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// First, get the object delta
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this._overlap = 0;
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// console.log('separatedX', x, y, object.deltaX());
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if (object.deltaX() != 0)
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// Phaser.Rectangle.intersectsRaw = function (a, left, right, top, bottom, tolerance)
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if (body.deltaX() != 0 && Phaser.Rectangle.intersects(body.hullX, tile, 0))
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{
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this._bounds1.setTo(object.x, object.y, object.width, object.height);
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// The hulls overlap, let's process it
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this._maxOverlap = body.deltaAbsX() + this.OVERLAP_BIAS;
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if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
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if (body.deltaX() < 0)
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{
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// The hulls overlap, let's process it
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this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
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// Moving left
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this._overlap = tile.right - body.hullX.x;
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// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
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// in which case we didn't ought to separate because it'll look like tunneling
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if (object.deltaX() > 0)
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if ((this._overlap > this._maxOverlap) || body.allowCollision.left == false || tile.tile.collideRight == false)
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{
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// Going right ...
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this._overlap = object.x + object.width - x;
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if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
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{
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this._overlap = 0;
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}
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else
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{
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object.touching.right = true;
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}
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this._overlap = 0;
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}
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else if (object.deltaX() < 0)
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else
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{
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// Going left ...
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this._overlap = object.x - width - x;
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body.touching.left = true;
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}
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}
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else
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{
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// Moving right
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this._overlap = body.hullX.right - tile.left;
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if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
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{
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this._overlap = 0;
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}
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||||
else
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||||
{
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object.touching.left = true;
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}
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if ((this._overlap > this._maxOverlap) || body.allowCollision.right == false || tile.tile.collideLeft == false)
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||||
{
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||||
this._overlap = 0;
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||||
}
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||||
else
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||||
{
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body.touching.right = true;
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||||
}
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||||
}
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||||
}
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||||
@@ -714,16 +715,24 @@ Phaser.Physics.Arcade.prototype = {
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{
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if (separate)
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{
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object.x = object.x - this._overlap;
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if (object.bounce.x == 0)
|
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if (body.deltaX() < 0)
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{
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object.velocity.x = 0;
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body.x = body.x + this._overlap;
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}
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else
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{
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object.velocity.x = -object.velocity.x * object.bounce.x;
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body.x = body.x - this._overlap;
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}
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if (body.bounce.x == 0)
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{
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body.velocity.x = 0;
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}
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else
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{
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body.velocity.x = -body.velocity.x * body.bounce.x;
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}
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body.updateHulls();
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}
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return true;
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}
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@@ -740,59 +749,47 @@ Phaser.Physics.Arcade.prototype = {
|
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* @param tile The Tile to separate
|
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* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
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OLDseparateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
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separateTileY: function (body, tile, separate) {
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||||
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||||
// Can't separate two immovable objects (tiles are always immovable)
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if (object.immovable)
|
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if (body.immovable)
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{
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return false;
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||||
}
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||||
|
||||
// First, get the object delta
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||||
this._overlap = 0;
|
||||
|
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if (object.deltaY() != 0)
|
||||
if (body.deltaY() != 0 && Phaser.Rectangle.intersects(body.hullY, tile, 0))
|
||||
{
|
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this._bounds1.setTo(object.x, object.y, object.width, object.height);
|
||||
// The hulls overlap, let's process it
|
||||
this._maxOverlap = body.deltaAbsY() + this.OVERLAP_BIAS;
|
||||
|
||||
if ((this._bounds1.right > x) && (this._bounds1.x < x + width) && (this._bounds1.bottom > y) && (this._bounds1.y < y + height))
|
||||
if (body.deltaY() < 0)
|
||||
{
|
||||
// The hulls overlap, let's process it
|
||||
// Moving up
|
||||
this._overlap = tile.bottom - body.hullY.y;
|
||||
|
||||
// Not currently used, may need it so keep for now
|
||||
this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
|
||||
|
||||
// TODO - We need to check if we're already inside of the tile, i.e. jumping through an n-way tile
|
||||
// in which case we didn't ought to separate because it'll look like tunneling
|
||||
|
||||
if (object.deltaY() > 0)
|
||||
if ((this._overlap > this._maxOverlap) || body.allowCollision.up == false || tile.tile.collideDown == false)
|
||||
{
|
||||
// Going down ...
|
||||
this._overlap = object.bottom - y;
|
||||
|
||||
// if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
|
||||
if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.down = true;
|
||||
}
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Going up ...
|
||||
this._overlap = object.y - height - y;
|
||||
body.touching.up = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Moving down
|
||||
this._overlap = body.hullY.bottom - tile.top;
|
||||
|
||||
if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.up = true;
|
||||
}
|
||||
if ((this._overlap > this._maxOverlap) || body.allowCollision.down == false || tile.tile.collideUp == false)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.touching.down = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -802,16 +799,24 @@ Phaser.Physics.Arcade.prototype = {
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
object.y = object.y - this._overlap;
|
||||
|
||||
if (object.bounce.y == 0)
|
||||
if (body.deltaY() < 0)
|
||||
{
|
||||
object.velocity.y = 0;
|
||||
body.y = body.y + this._overlap;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.y = -object.velocity.y * object.bounce.y;
|
||||
body.y = body.y - this._overlap;
|
||||
}
|
||||
|
||||
if (body.bounce.y == 0)
|
||||
{
|
||||
body.velocity.y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.velocity.y = -body.velocity.y * body.bounce.y;
|
||||
}
|
||||
body.updateHulls();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@@ -820,167 +825,6 @@ Phaser.Physics.Arcade.prototype = {
|
||||
return false;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileX: function (object, x, y, width, height, mass, collideLeft, collideRight, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
this._overlap = 0;
|
||||
|
||||
// Do we have any overlap at all?
|
||||
if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
|
||||
{
|
||||
this._maxOverlap = object.deltaAbsX() + this.OVERLAP_BIAS;
|
||||
|
||||
if (object.deltaX() == 0)
|
||||
{
|
||||
// Object is either stuck inside the tile or only overlapping on the Y axis
|
||||
}
|
||||
else if (object.deltaX() > 0)
|
||||
{
|
||||
// Going right ...
|
||||
|
||||
|
||||
|
||||
this._overlap = object.x + object.width - x;
|
||||
|
||||
if ((this._overlap > this._maxOverlap) || !object.allowCollision.right || !collideLeft)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.right = true;
|
||||
}
|
||||
}
|
||||
else if (object.deltaX() < 0)
|
||||
{
|
||||
// Going left ...
|
||||
this._overlap = object.x - width - x;
|
||||
|
||||
if ((-this._overlap > this._maxOverlap) || !object.allowCollision.left || !collideRight)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.left = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
if (separate)
|
||||
{
|
||||
// console.log('x over', this._overlap);
|
||||
object.x = object.x - this._overlap;
|
||||
|
||||
if (object.bounce.x == 0)
|
||||
{
|
||||
object.velocity.x = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.x = -object.velocity.x * object.bounce.x;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Separates the two objects on their x axis
|
||||
* @param object The GameObject to separate
|
||||
* @param tile The Tile to separate
|
||||
* @returns {boolean} Whether the objects in fact touched and were separated along the X axis.
|
||||
*/
|
||||
separateTileY: function (object, x, y, width, height, mass, collideUp, collideDown, separate) {
|
||||
|
||||
// Can't separate two immovable objects (tiles are always immovable)
|
||||
if (object.immovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
this._overlap = 0;
|
||||
|
||||
if (Phaser.Rectangle.intersectsRaw(object, x, x + width, y, y + height))
|
||||
{
|
||||
this._maxOverlap = object.deltaAbsY() + this.OVERLAP_BIAS;
|
||||
|
||||
if (object.deltaY() == 0)
|
||||
{
|
||||
// Object is stuck inside a tile and not moving
|
||||
}
|
||||
else if (object.deltaY() > 0)
|
||||
{
|
||||
// Going down ...
|
||||
this._overlap = object.bottom - y;
|
||||
|
||||
// if (object.allowCollision.down && collideDown && this._overlap < this._maxOverlap)
|
||||
if ((this._overlap > this._maxOverlap) || !object.allowCollision.down || !collideDown)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.down = true;
|
||||
}
|
||||
}
|
||||
else if (object.deltaY() < 0)
|
||||
{
|
||||
// Going up ...
|
||||
this._overlap = object.y - height - y;
|
||||
|
||||
if ((-this._overlap > this._maxOverlap) || !object.allowCollision.up || !collideUp)
|
||||
{
|
||||
this._overlap = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.touching.up = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (this._overlap != 0)
|
||||
{
|
||||
// console.log('y over', this._overlap);
|
||||
|
||||
if (separate)
|
||||
{
|
||||
object.y = object.y - this._overlap;
|
||||
|
||||
if (object.bounce.y == 0)
|
||||
{
|
||||
object.velocity.y = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
object.velocity.y = -object.velocity.y * object.bounce.y;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
||||
@@ -100,10 +100,36 @@ Phaser.Tile = function (tileset, index, x, y, width, height) {
|
||||
*/
|
||||
this.separateY = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} collisionCallback - Tilemap collision callback.
|
||||
* @default
|
||||
*/
|
||||
this.collisionCallback = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} collisionCallback - Tilemap collision callback.
|
||||
* @default
|
||||
*/
|
||||
this.collisionCallbackContext = this;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Tile.prototype = {
|
||||
|
||||
/**
|
||||
* Set callback to be called when this tilemap collides.
|
||||
*
|
||||
* @method Phaser.Tilemap.prototype.setCollisionCallback
|
||||
* @param {Function} callback - Callback function.
|
||||
* @param {object} context - Callback will be called with this context.
|
||||
*/
|
||||
setCollisionCallback: function (callback, context) {
|
||||
|
||||
this.collisionCallbackContext = context;
|
||||
this.collisionCallback = callback;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Clean up memory.
|
||||
* @method destroy
|
||||
|
||||
@@ -21,6 +21,8 @@ Phaser.Tilemap = function (game, key) {
|
||||
this.layers = [];
|
||||
}
|
||||
|
||||
console.log(this.layers);
|
||||
|
||||
this.currentLayer = 0;
|
||||
|
||||
this.debugMap = [];
|
||||
@@ -79,6 +81,23 @@ Phaser.Tilemap.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
|
||||
* @param {number} x - X position of the point in target tile.
|
||||
* @param {number} y - Y position of the point in target tile.
|
||||
* @param {number} [layer] - layer of this tile located.
|
||||
* @return {Tile} The tile with specific properties.
|
||||
*/
|
||||
getTileFromWorldXY: function (x, y, layer) {
|
||||
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer; }
|
||||
|
||||
|
||||
|
||||
// return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Set a specific tile with its x and y in tiles.
|
||||
* @method putTile
|
||||
@@ -95,6 +114,38 @@ Phaser.Tilemap.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 (x >= 0 && x < this.layers[this.currentLayer].width && y >= 0 && y < this.layers[this.currentLayer].height)
|
||||
{
|
||||
this.layers[this.currentLayer].data[y][x] = index;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
|
||||
// swapTile
|
||||
// fillTile
|
||||
// randomiseTiles
|
||||
// replaceTiles
|
||||
|
||||
removeAllLayers: function () {
|
||||
|
||||
this.layers.length = 0;
|
||||
this.currentLayer = 0;
|
||||
|
||||
},
|
||||
|
||||
dump: function () {
|
||||
|
||||
var txt = '';
|
||||
@@ -129,6 +180,13 @@ Phaser.Tilemap.prototype = {
|
||||
args[0] = txt;
|
||||
console.log.apply(console, args);
|
||||
|
||||
},
|
||||
|
||||
destroy: function () {
|
||||
|
||||
this.removeAllLayers();
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
@@ -106,6 +106,11 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
||||
* @private
|
||||
*/
|
||||
this._ty = 0;
|
||||
|
||||
this._results = [];
|
||||
|
||||
this._tw = 0;
|
||||
this._th = 0;
|
||||
|
||||
/**
|
||||
* @property {number} _tl - Local render loop var to help avoid gc spikes.
|
||||
@@ -144,6 +149,8 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
||||
this._y = 0;
|
||||
this._prevX = 0;
|
||||
this._prevY = 0;
|
||||
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
|
||||
@@ -168,7 +175,11 @@ Phaser.TilemapLayer.prototype = {
|
||||
}
|
||||
else if (typeof tileset === 'string')
|
||||
{
|
||||
this.tileset = this.game.cache.getTileset('tiles');;
|
||||
this.tileset = this.game.cache.getTileset('tiles');
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this.tileWidth = this.tileset.tileWidth;
|
||||
@@ -184,9 +195,85 @@ Phaser.TilemapLayer.prototype = {
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layer];
|
||||
this.updateMax();
|
||||
if (tilemap instanceof Phaser.Tilemap)
|
||||
{
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layer];
|
||||
this.updateMax();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
*
|
||||
* @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).
|
||||
*/
|
||||
getTiles: function (x, y, width, height, collides) {
|
||||
|
||||
if (this.tilemap === null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
||||
if (typeof collides === 'undefined') { collides = false; }
|
||||
|
||||
// Cap the values
|
||||
|
||||
if (x < 0)
|
||||
{
|
||||
x = 0;
|
||||
}
|
||||
|
||||
if (y < 0)
|
||||
{
|
||||
y = 0;
|
||||
}
|
||||
|
||||
if (width > this.widthInPixels)
|
||||
{
|
||||
width = this.widthInPixels;
|
||||
}
|
||||
|
||||
if (height > this.heightInPixels)
|
||||
{
|
||||
height = this.heightInPixels;
|
||||
}
|
||||
|
||||
// Convert the pixel values into tile coordinates
|
||||
this._tx = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
|
||||
this._ty = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
|
||||
this._tw = (this.game.math.snapToCeil(width, this.tileWidth) + this.tileWidth) / this.tileWidth;
|
||||
this._th = (this.game.math.snapToCeil(height, this.tileHeight) + this.tileHeight) / this.tileHeight;
|
||||
|
||||
this._results.length = 0;
|
||||
|
||||
this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
|
||||
|
||||
var _index = 0;
|
||||
var _tile = null;
|
||||
|
||||
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
||||
{
|
||||
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
|
||||
{
|
||||
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
||||
{
|
||||
// Could combine
|
||||
_index = this.layer.data[wy][wx] - 1;
|
||||
_tile = this.tileset.getTile(_index);
|
||||
|
||||
if (collides == false || (collides && _tile.collideNone == false))
|
||||
{
|
||||
this._results.push({ left: wx * _tile.width, right: (wx * _tile.width) + _tile.width, top: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return this._results;
|
||||
|
||||
},
|
||||
|
||||
|
||||
+33
-1
@@ -36,11 +36,43 @@ Phaser.Tileset.prototype = {
|
||||
|
||||
},
|
||||
|
||||
canCollide: function (index) {
|
||||
|
||||
if (this.tiles[index])
|
||||
{
|
||||
return this.tiles[index].collideNone;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
},
|
||||
|
||||
checkTileIndex: function (index) {
|
||||
|
||||
return (this.tiles[index]);
|
||||
|
||||
}
|
||||
},
|
||||
|
||||
setCollisionRange: function (start, stop, left, right, up, down) {
|
||||
|
||||
if (this.tiles[start] && this.tiles[stop] && start < stop)
|
||||
{
|
||||
for (var i = start; i <= stop; i++)
|
||||
{
|
||||
this.tiles[i].setCollision(left, right, up, down);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
setCollision: function (index, left, right, up, down) {
|
||||
|
||||
if (this.tiles[index])
|
||||
{
|
||||
this.tiles[index].setCollision(left, right, up, down);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user