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753 lines
22 KiB
JavaScript
753 lines
22 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A Tile Map object. A Tile map consists of a set of tile data and tile sets. It is rendered to the display using a TilemapLayer.
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* A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.
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*
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* @class Phaser.Tilemap
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {string} [key] - The key of the tilemap data as stored in the Cache.
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*/
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Phaser.Tilemap = function (game, key) {
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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 {array} layers - An array of Tilemap layers.
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*/
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this.layers = null;
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if (typeof key === 'string')
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{
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this.key = key;
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this.layers = game.cache.getTilemapData(key).layers;
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this.calculateIndexes();
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}
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else
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{
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this.layers = [];
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}
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/**
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* @property {number} currentLayer - The current layer.
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*/
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this.currentLayer = 0;
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/**
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* @property {array} debugMap - Map data used for debug values only.
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*/
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this.debugMap = [];
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/**
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* @property {array} _results - Internal var.
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* @private
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*/
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this._results = [];
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/**
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* @property {number} _tempA - Internal var.
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* @private
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*/
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this._tempA = 0;
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/**
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* @property {number} _tempB - Internal var.
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* @private
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*/
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this._tempB = 0;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Tilemap.CSV = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Tilemap.TILED_JSON = 1;
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Phaser.Tilemap.prototype = {
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/**
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* Creates an empty map of the given dimensions.
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*
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* @method Phaser.Tilemap#create
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* @param {string} name - The name of the map (mostly used for debugging)
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* @param {number} width - The width of the map in tiles.
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* @param {number} height - The height of the map in tiles.
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*/
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create: function (name, width, height) {
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var data = [];
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for (var y = 0; y < height; y++)
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{
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data[y] = [];
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for (var x = 0; x < width; x++)
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{
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data[y][x] = 0;
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}
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}
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this.layers.push({
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name: name,
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width: width,
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height: height,
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alpha: 1,
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visible: true,
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tileMargin: 0,
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tileSpacing: 0,
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format: Phaser.Tilemap.CSV,
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data: data,
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indexes: [],
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dirty: true
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});
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this.currentLayer = this.layers.length - 1;
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},
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/**
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* Sets collision values on a tile in the set.
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*
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* @method Phaser.Tileset#setCollision
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* @param {number} index - The index of the tile within the set.
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* @param {boolean} left - Should the tile collide on the left?
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* @param {boolean} right - Should the tile collide on the right?
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* @param {boolean} up - Should the tile collide on the top?
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* @param {boolean} down - Should the tile collide on the bottom?
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*/
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// Sets all tiles matching the given index to collide on the given faces
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// Recalculates the collision map
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setCollisionByIndex: function (index, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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for (var y = 0; y < this.layers[layer].height ; y++)
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{
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for (var x = 0; x < this.layers[layer].width; x++)
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{
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var tile = this.layers[layer].data[y][x];
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if (tile && tile.index === index)
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{
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tile.collides = true;
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tile.faceTop = true;
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tile.faceBottom = true;
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tile.faceLeft = true;
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tile.faceRight = true;
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}
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}
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}
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// Now re-calculate interesting faces
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this.calculateFaces(layer);
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},
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calculateFaces: function (layer) {
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var above = null;
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var below = null;
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var left = null;
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var right = null;
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console.log(this.layers[layer].width, 'x', this.layers[layer].height);
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for (var y = 0; y < this.layers[layer].height ; y++)
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{
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for (var x = 0; x < this.layers[layer].width; x++)
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{
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var tile = this.layers[layer].data[y][x];
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if (tile)
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{
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above = this.getTileAbove(layer, x, y);
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below = this.getTileBelow(layer, x, y);
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left = this.getTileLeft(layer, x, y);
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right = this.getTileRight(layer, x, y);
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if (above && above.collides)
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{
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// There is a tile above this one that also collides, so the top of this tile is no longer interesting
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tile.faceTop = false;
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}
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if (below && below.collides)
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{
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// There is a tile below this one that also collides, so the bottom of this tile is no longer interesting
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tile.faceBottom = false;
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}
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if (left && left.collides)
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{
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// There is a tile left this one that also collides, so the left of this tile is no longer interesting
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tile.faceLeft = false;
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}
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if (right && right.collides)
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{
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// There is a tile right this one that also collides, so the right of this tile is no longer interesting
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tile.faceRight = false;
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}
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}
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}
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}
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},
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getTileAbove: function (layer, x, y) {
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if (y > 0)
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{
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return this.layers[layer].data[y - 1][x];
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}
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return null;
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},
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getTileBelow: function (layer, x, y) {
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if (y < this.layers[layer].height - 1)
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{
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return this.layers[layer].data[y + 1][x];
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}
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return null;
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},
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getTileLeft: function (layer, x, y) {
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if (x > 0)
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{
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return this.layers[layer].data[y][x - 1];
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}
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return null;
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},
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getTileRight: function (layer, x, y) {
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if (x < this.layers[layer].width - 1)
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{
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return this.layers[layer].data[y][x + 1];
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}
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return null;
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},
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/**
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* Internal function that calculates the tile indexes for the map data.
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*
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* @method Phaser.Tilemap#calculateIndexes
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*/
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calculateIndexes: function () {
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/*
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for (var layer = 0; layer < this.layers.length; layer++)
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{
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this.layers[layer].indexes = [];
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for (var y = 0; y < this.layers[layer].height ; y++)
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{
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for (var x = 0; x < this.layers[layer].width; x++)
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{
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var idx = this.layers[layer].data[y][x];
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if (this.layers[layer].indexes.indexOf(idx) === -1)
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{
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this.layers[layer].indexes.push(idx);
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}
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}
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}
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}
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*/
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},
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/**
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* Sets the current layer to the given index.
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*
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* @method Phaser.Tilemap#setLayer
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* @param {number} layer - Sets the current layer to the given index.
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*/
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setLayer: function (layer) {
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if (this.layers[layer])
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{
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this.currentLayer = layer;
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}
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},
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/**
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* Puts a tile of the given index value at the coordinate specified.
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* @method Phaser.Tilemap#putTile
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* @param {number} index - The index of this tile to set.
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* @param {number} x - X position to place the tile (given in tile units, not pixels)
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* @param {number} y - Y position to place the tile (given in tile units, not pixels)
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* @param {number} [layer] - The Tilemap Layer to operate on.
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*/
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putTile: function (index, x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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this.layers[layer].data[y][x] = index;
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this.layers[layer].dirty = true;
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}
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},
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/**
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* Gets a tile from the Tilemap Layer. The coordinates are given in tile values.
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* @method Phaser.Tilemap#getTile
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* @param {number} x - X position to get the tile from (given in tile units, not pixels)
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* @param {number} y - Y position to get the tile from (given in tile units, not pixels)
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* @param {number} [layer] - The Tilemap Layer to operate on.
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* @return {number} The index of the tile at the given coordinates.
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*/
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getTile: function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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return this.layers[layer].data[y][x];
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}
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},
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/**
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* Gets a tile from the Tilemap layer. The coordinates are given in pixel values.
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* @method Phaser.Tilemap#getTileWorldXY
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* @param {number} x - X position to get the tile from (given in pixels)
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* @param {number} y - Y position to get the tile from (given in pixels)
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* @param {number} [layer] - The Tilemap Layer to operate on.
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* @return {number} The index of the tile at the given coordinates.
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*/
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getTileWorldXY: function (x, y, tileWidth, tileHeight, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
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y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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return this.layers[layer].data[y][x];
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}
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},
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/**
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* Puts a tile into the Tilemap layer. The coordinates are given in pixel values.
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* @method Phaser.Tilemap#putTileWorldXY
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* @param {number} index - The index of the tile to put into the layer.
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* @param {number} x - X position to insert the tile (given in pixels)
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* @param {number} y - Y position to insert the tile (given in pixels)
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* @param {number} tileWidth - The width of the tile in pixels.
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* @param {number} tileHeight - The height of the tile in pixels.
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* @param {number} [layer] - The Tilemap Layer to operate on.
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*/
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putTileWorldXY: function (index, x, y, tileWidth, tileHeight, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
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y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
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if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
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{
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this.layers[layer].data[y][x] = index;
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this.layers[layer].dirty = true;
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}
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},
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/**
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* Copies all of the tiles in the given rectangular block into the tilemap data buffer.
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* @method Phaser.Tilemap#copy
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* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
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* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
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* @param {number} width - The width of the area to copy (given in tiles, not pixels)
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* @param {number} height - The height of the area to copy (given in tiles, not pixels)
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* @param {number} [layer] - The Tilemap Layer to operate on.
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* @return {array} An array of the tiles that were copied.
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*/
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copy: function (x, y, width, height, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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if (!this.layers[layer])
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{
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this._results.length = 0;
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return;
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}
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof width === "undefined") { width = this.layers[layer].width; }
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if (typeof height === "undefined") { height = this.layers[layer].height; }
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if (x < 0)
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{
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x = 0;
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}
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if (y < 0)
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{
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y = 0;
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}
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if (width > this.layers[layer].width)
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{
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width = this.layers[layer].width;
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}
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if (height > this.layers[layer].height)
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{
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height = this.layers[layer].height;
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}
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this._results.length = 0;
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this._results.push( { x: x, y: y, width: width, height: height, layer: layer });
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for (var ty = y; ty < y + height; ty++)
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{
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for (var tx = x; tx < x + width; tx++)
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{
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this._results.push({ x: tx, y: ty, index: this.layers[layer].data[ty][tx] });
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}
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}
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return this._results;
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},
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/**
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* Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.
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* @method Phaser.Tilemap#paste
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* @param {number} x - X position of the top left of the area to paste to (given in tiles, not pixels)
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* @param {number} y - Y position of the top left of the area to paste to (given in tiles, not pixels)
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* @param {array} tileblock - The block of tiles to paste.
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* @param {number} layer - The Tilemap Layer to operate on.
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*/
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paste: function (x, y, tileblock, layer) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof layer === "undefined") { layer = this.currentLayer; }
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if (!tileblock || tileblock.length < 2)
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{
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return;
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}
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// Find out the difference between tileblock[1].x/y and x/y and use it as an offset, as it's the top left of the block to paste
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var diffX = tileblock[1].x - x;
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var diffY = tileblock[1].y - y;
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for (var i = 1; i < tileblock.length; i++)
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{
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this.layers[layer].data[ diffY + tileblock[i].y ][ diffX + tileblock[i].x ] = tileblock[i].index;
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}
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this.layers[layer].dirty = true;
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},
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/**
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* Swap tiles with 2 kinds of indexes.
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* @method Phaser.Tilemap#swapTile
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* @param {number} tileA - First tile index.
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* @param {number} tileB - Second tile index.
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* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
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* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
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* @param {number} width - The width in tiles of the area to operate on.
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* @param {number} height - The height in tiles of the area to operate on.
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*/
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swap: function (tileA, tileB, x, y, width, height, layer) {
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this.copy(x, y, width, height, layer);
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if (this._results.length < 2)
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{
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return;
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}
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this._tempA = tileA;
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this._tempB = tileB;
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this._results.forEach(this.swapHandler, this);
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this.paste(x, y, this._results);
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},
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/**
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* Internal function that handles the swapping of tiles.
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* @method Phaser.Tilemap#swapHandler
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* @param {number} value
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* @param {number} index
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*/
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swapHandler: function (value, index) {
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if (value.index === this._tempA)
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{
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this._results[index].index = this._tempB;
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}
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else if (value.index === this._tempB)
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{
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this._results[index].index = this._tempA;
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}
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},
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/**
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* For each tile in the given area (defined by x/y and width/height) run the given callback.
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* @method Phaser.Tilemap#forEach
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* @param {number} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
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* @param {number} context - The context under which the callback should be run.
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* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
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* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
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* @param {number} width - The width in tiles of the area to operate on.
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* @param {number} height - The height in tiles of the area to operate on.
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* @param {number} [layer] - The Tilemap Layer to operate on.
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*/
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forEach: function (callback, context, x, y, width, height, layer) {
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this.copy(x, y, width, height, layer);
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if (this._results.length < 2)
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{
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return;
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}
|
|
|
|
this._results.forEach(callback, context);
|
|
|
|
this.paste(x, y, this._results);
|
|
|
|
},
|
|
|
|
/**
|
|
* Replaces one type of tile with another in the given area (defined by x/y and width/height).
|
|
* @method Phaser.Tilemap#replace
|
|
* @param {number} tileA - First tile index.
|
|
* @param {number} tileB - Second tile index.
|
|
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} width - The width in tiles of the area to operate on.
|
|
* @param {number} height - The height in tiles of the area to operate on.
|
|
* @param {number} [layer] - The Tilemap Layer to operate on.
|
|
*/
|
|
replace: function (tileA, tileB, x, y, width, height, layer) {
|
|
|
|
this.copy(x, y, width, height, layer);
|
|
|
|
if (this._results.length < 2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 1; i < this._results.length; i++)
|
|
{
|
|
if (this._results[i].index === tileA)
|
|
{
|
|
this._results[i].index = tileB;
|
|
}
|
|
}
|
|
|
|
this.paste(x, y, this._results);
|
|
|
|
},
|
|
|
|
/**
|
|
* Randomises a set of tiles in a given area.
|
|
* @method Phaser.Tilemap#random
|
|
* @param {number} tileA - First tile index.
|
|
* @param {number} tileB - Second tile index.
|
|
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} width - The width in tiles of the area to operate on.
|
|
* @param {number} height - The height in tiles of the area to operate on.
|
|
* @param {number} [layer] - The Tilemap Layer to operate on.
|
|
*/
|
|
random: function (x, y, width, height, layer) {
|
|
|
|
if (typeof layer === "undefined") { layer = this.currentLayer; }
|
|
|
|
this.copy(x, y, width, height, layer);
|
|
|
|
if (this._results.length < 2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var indexes = [];
|
|
|
|
for (var t = 1; t < this._results.length; t++)
|
|
{
|
|
var idx = this._results[t].index;
|
|
|
|
if (indexes.indexOf(idx) === -1)
|
|
{
|
|
indexes.push(idx);
|
|
}
|
|
}
|
|
|
|
for (var i = 1; i < this._results.length; i++)
|
|
{
|
|
this._results[i].index = this.game.rnd.pick(indexes);
|
|
}
|
|
|
|
this.paste(x, y, this._results);
|
|
|
|
},
|
|
|
|
/**
|
|
* Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
|
|
* @method Phaser.Tilemap#shuffle
|
|
* @param {number} tileA - First tile index.
|
|
* @param {number} tileB - Second tile index.
|
|
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} width - The width in tiles of the area to operate on.
|
|
* @param {number} height - The height in tiles of the area to operate on.
|
|
* @param {number} [layer] - The Tilemap Layer to operate on.
|
|
*/
|
|
shuffle: function (x, y, width, height, layer) {
|
|
|
|
if (typeof layer === "undefined") { layer = this.currentLayer; }
|
|
|
|
this.copy(x, y, width, height, layer);
|
|
|
|
if (this._results.length < 2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var header = this._results.shift();
|
|
|
|
Phaser.Utils.shuffle(this._results);
|
|
|
|
this._results.unshift(header);
|
|
|
|
this.paste(x, y, this._results);
|
|
|
|
},
|
|
|
|
/**
|
|
* Fill a block with a specific tile index.
|
|
* @method Phaser.Tilemap#fill
|
|
* @param {number} index - Index of tiles you want to fill with.
|
|
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
|
|
* @param {number} width - The width in tiles of the area to operate on.
|
|
* @param {number} height - The height in tiles of the area to operate on.
|
|
* @param {number} [layer] - The Tilemap Layer to operate on.
|
|
*/
|
|
fill: function (index, x, y, width, height, layer) {
|
|
|
|
this.copy(x, y, width, height, layer);
|
|
|
|
if (this._results.length < 2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 1; i < this._results.length; i++)
|
|
{
|
|
this._results[i].index = index;
|
|
}
|
|
|
|
this.paste(x, y, this._results);
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes all layers from this tile map.
|
|
* @method Phaser.Tilemap#removeAllLayers
|
|
*/
|
|
removeAllLayers: function () {
|
|
|
|
this.layers.length = 0;
|
|
this.currentLayer = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Dumps the tilemap data out to the console.
|
|
* @method Phaser.Tilemap#dump
|
|
*/
|
|
dump: function () {
|
|
|
|
var txt = '';
|
|
var args = [''];
|
|
|
|
for (var y = 0; y < this.layers[this.currentLayer].height; y++)
|
|
{
|
|
for (var x = 0; x < this.layers[this.currentLayer].width; x++)
|
|
{
|
|
txt += "%c ";
|
|
|
|
if (this.layers[this.currentLayer].data[y][x] > 1)
|
|
{
|
|
if (this.debugMap[this.layers[this.currentLayer].data[y][x]])
|
|
{
|
|
args.push("background: " + this.debugMap[this.layers[this.currentLayer].data[y][x]]);
|
|
}
|
|
else
|
|
{
|
|
args.push("background: #ffffff");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
args.push("background: rgb(0, 0, 0)");
|
|
}
|
|
}
|
|
|
|
txt += "\n";
|
|
}
|
|
|
|
args[0] = txt;
|
|
console.log.apply(console, args);
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes all layers from this tile map and nulls the game reference.
|
|
* @method Phaser.Tilemap#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.removeAllLayers();
|
|
this.game = null;
|
|
|
|
}
|
|
|
|
};
|