Files
phaser/src/tilemap/TilemapRenderer.js
T
2013-10-01 16:39:39 +01:00

239 lines
5.9 KiB
JavaScript

/**
* @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.TilemapRenderer
*/
/**
* Tilemap renderer.
*
* @class Phaser.TilemapRenderer
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.TilemapRenderer = function (game) {
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {number} _ga - Local rendering related temp vars to help avoid gc spikes through constant var creation.
* @private
* @default
*/
this._ga = 1;
/**
* @property {number} _dx - Description.
* @private
* @default
*/
this._dx = 0;
/**
* @property {number} _dy - Description.
* @private
* @default
*/
this._dy = 0;
/**
* @property {number} _dw - Description.
* @private
* @default
*/
this._dw = 0;
/**
* @property {number} _dh - Description.
* @private
* @default
*/
this._dh = 0;
/**
* @property {number} _tx - Description.
* @private
* @default
*/
this._tx = 0;
/**
* @property {number} _ty - Description.
* @private
* @default
*/
this._ty = 0;
/**
* @property {number} _tl - Description.
* @private
* @default
*/
this._tl = 0;
/**
* @property {number} _maxX - Description.
* @private
* @default
*/
this._maxX = 0;
/**
* @property {number} _maxY - Description.
* @private
* @default
*/
this._maxY = 0;
/**
* @property {number} _startX - Description.
* @private
* @default
*/
this._startX = 0;
/**
* @property {number} _startY - Description.
* @private
* @default
*/
this._startY = 0;
};
Phaser.TilemapRenderer.prototype = {
/**
* Render a tilemap to a canvas.
* @method render
* @param tilemap {Tilemap} The tilemap data to render.
* @return {boolean} Description.
*/
render: function (tilemap) {
// Loop through the layers
this._tl = tilemap.layers.length;
for (var i = 0; i < this._tl; i++)
{
if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1)
{
continue;
}
var layer = tilemap.layers[i];
// Work out how many tiles we can fit into our canvas and round it up for the edges
this._maxX = this.game.math.ceil(layer.canvas.width / layer.tileWidth) + 1;
this._maxY = this.game.math.ceil(layer.canvas.height / layer.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this.game.math.floor(this.game.camera.x / layer.tileWidth);
this._startY = this.game.math.floor(this.game.camera.y / layer.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._maxX > layer.widthInTiles)
{
this._maxX = layer.widthInTiles;
}
if (this._maxY > layer.heightInTiles)
{
this._maxY = layer.heightInTiles;
}
if (this._startX + this._maxX > layer.widthInTiles)
{
this._startX = layer.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > layer.heightInTiles)
{
this._startY = layer.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
this._dx = -(this.game.camera.x - (this._startX * layer.tileWidth));
this._dy = -(this.game.camera.y - (this._startY * layer.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Alpha
if (layer.alpha !== 1)
{
this._ga = layer.context.globalAlpha;
layer.context.globalAlpha = layer.alpha;
}
layer.context.clearRect(0, 0, layer.canvas.width, layer.canvas.height);
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = layer.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (layer.tileOffsets[this._columnData[tile]])
{
layer.context.drawImage(
layer.tileset,
layer.tileOffsets[this._columnData[tile]].x,
layer.tileOffsets[this._columnData[tile]].y,
layer.tileWidth,
layer.tileHeight,
this._tx,
this._ty,
layer.tileWidth,
layer.tileHeight
);
if (tilemap.tiles[this._columnData[tile]].collideNone == false)
{
layer.context.fillStyle = 'rgba(255,255,0,0.5)';
layer.context.fillRect(this._tx, this._ty, layer.tileWidth, layer.tileHeight);
}
}
this._tx += layer.tileWidth;
}
this._tx = this._dx;
this._ty += layer.tileHeight;
}
if (this._ga > -1)
{
layer.context.globalAlpha = this._ga;
}
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
if (this.game.renderType == Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(layer.baseTexture);
}
}
return true;
}
};