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531 lines
15 KiB
JavaScript
531 lines
15 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 https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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* @module Phaser.Tilemap
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*/
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/**
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* Create a new <code>Tilemap</code>.
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* @class Phaser.Tilemap
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* @classdesc This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {string} key - Asset key for this map.
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* @param {object} x - Description.
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* @param {object} y - Description.
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* @param {boolean} resizeWorld - Resize the world bound automatically based on this tilemap?
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* @param {number} tileWidth - Width of tiles in this map (used for CSV maps).
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* @param {number} tileHeight - Height of tiles in this map (used for CSV maps).
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*/
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Phaser.Tilemap = function (game, key, x, y, resizeWorld, tileWidth, tileHeight) {
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if (typeof resizeWorld === "undefined") { resizeWorld = true; }
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if (typeof tileWidth === "undefined") { tileWidth = 0; }
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if (typeof tileHeight === "undefined") { tileHeight = 0; }
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/**
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* @property {Phaser.Game} game - A reference to the currently running game.
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*/
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this.game = game;
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/**
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* @property {Description} group - Description.
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*/
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this.group = null;
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/**
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* @property {string} name - The user defined name given to this Description.
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* @default
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*/
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this.name = '';
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/**
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* @property {Description} key - Description.
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*/
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this.key = key;
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/**
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* @property {number} renderOrderID - Render iteration counter
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* @default
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*/
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this.renderOrderID = 0;
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/**
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* @property {boolean} collisionCallback - Tilemap collision callback.
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* @default
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*/
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this.collisionCallback = null;
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/**
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* @property {boolean} exists - Description.
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* @default
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*/
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this.exists = true;
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/**
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* @property {boolean} visible - Description.
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* @default
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*/
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this.visible = true;
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this.width = 0;
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this.height = 0;
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/**
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* @property {boolean} tiles - Description.
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* @default
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*/
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this.tiles = [];
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/**
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* @property {boolean} layers - Description.
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* @default
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*/
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this.layers = [];
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var map = this.game.cache.getTilemap(key);
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PIXI.DisplayObjectContainer.call(this);
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/**
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* @property {Description} position - Description.
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*/
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this.position.x = x;
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this.position.y = y;
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/**
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* @property {Description} type - Description.
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*/
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this.type = Phaser.TILEMAP;
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/**
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* @property {Description} renderer - Description.
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*/
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this.renderer = new Phaser.TilemapRenderer(this.game);
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this.fixedToCamera = true;
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/**
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* @property {Description} mapFormat - Description.
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*/
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this.mapFormat = map.format;
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switch (this.mapFormat)
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{
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case Phaser.Tilemap.CSV:
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this.parseCSV(map.mapData, key, tileWidth, tileHeight);
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break;
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case Phaser.Tilemap.JSON:
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this.parseTiledJSON(map.mapData, key);
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break;
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}
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if (this.currentLayer && resizeWorld)
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{
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this.game.world.setBounds(0, 0, this.width, this.heightIn);
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}
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};
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// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
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Phaser.Tilemap.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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Phaser.Tilemap.prototype.constructor = Phaser.Tilemap;
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Phaser.Tilemap.CSV = 0;
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Phaser.Tilemap.JSON = 1;
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/**
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* Parse csv map data and generate tiles.
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*
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* @method Phaser.Tilemap.prototype.parseCSV
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* @param {string} data - CSV map data.
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* @param {string} key - Asset key for tileset image.
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* @param {number} tileWidth - Width of its tile.
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* @param {number} tileHeight - Height of its tile.
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*/
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Phaser.Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) {
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var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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for (var i = 0; i < rows.length; i++)
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{
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var column = rows[i].split(",");
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if (column.length > 0)
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{
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layer.addColumn(column);
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}
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}
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layer.updateBounds();
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layer.createCanvas();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.width = this.currentLayer.widthInPixels;
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this.height = this.currentLayer.heightInPixels;
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this.generateTiles(tileQuantity);
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};
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/**
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* Parse JSON map data and generate tiles.
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*
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* @method Phaser.Tilemap.prototype.parseTiledJSON
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* @param {string} data - JSON map data.
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* @param {string} key - Asset key for tileset image.
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*/
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Phaser.Tilemap.prototype.parseTiledJSON = function (json, key) {
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for (var i = 0; i < json.layers.length; i++)
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{
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var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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// Check it's a data layer
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if (!json.layers[i].data)
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{
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continue;
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}
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// layer.createQuadTree(json.tilewidth * json.layers[i].width, json.tileheight * json.layers[i].height);
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layer.alpha = json.layers[i].opacity;
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layer.visible = json.layers[i].visible;
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layer.tileMargin = json.tilesets[0].margin;
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layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
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var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
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if (c == 0)
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{
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
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{
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layer.addColumn(row);
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c = 0;
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}
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}
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layer.updateBounds();
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layer.createCanvas();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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if (this.currentLayer.widthInPixels > this.width)
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{
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this.width = this.currentLayer.widthInPixels;
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}
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if (this.currentLayer.heightInPixels > this.height)
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{
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this.height = this.currentLayer.heightInPixels;
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}
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}
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this.generateTiles(tileQuantity);
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};
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/**
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* Create tiles of given quantity.
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* @method Phaser.Tilemap.prototype.generateTiles
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* @param {number} qty - Quantity of tiles to be generated.
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*/
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Phaser.Tilemap.prototype.generateTiles = function (qty) {
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for (var i = 0; i < qty; i++)
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{
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this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
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}
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};
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/**
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* Set callback to be called when this tilemap collides.
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*
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* @method Phaser.Tilemap.prototype.setCollisionCallback
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* @param {object} context - Callback will be called with this context.
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* @param {Function} callback - Callback function.
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*/
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Phaser.Tilemap.prototype.setCollisionCallback = function (context, callback) {
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this.collisionCallbackContext = context;
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this.collisionCallback = callback;
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};
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/**
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* Set collision configs of tiles in a range index.
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*
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* @method Phaser.Tilemap.prototype.setCollisionRange
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* @param {number} start - First index of tiles.
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* @param {number} end - Last index of tiles.
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* @param {number} collision - Bit field of flags. (see Tile.allowCollision)
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* @param {boolean} resetCollisions - Reset collision flags before set.
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* @param {boolean} separateX - Enable separate at x-axis.
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* @param {boolean} separateY - Enable separate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionRange = function (start, end, left, right, up, down, resetCollisions, separateX, separateY) {
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for (var i = start; i < end; i++)
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{
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this.tiles[i].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
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}
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};
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/**
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* Set collision configs of tiles with given index.
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* @param {number[]} values - Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param {number} collision - Bit field of flags (see Tile.allowCollision).
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* @param {boolean} resetCollisions - Reset collision flags before set.
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* @param {boolean} left - Indicating collide with any object on the left.
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* @param {boolean} right - Indicating collide with any object on the right.
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* @param {boolean} up - Indicating collide with any object on the top.
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* @param {boolean} down - Indicating collide with any object on the bottom.
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* @param {boolean} separateX - Enable separate at x-axis.
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* @param {boolean} separateY - Enable separate at y-axis.
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*/
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Phaser.Tilemap.prototype.setCollisionByIndex = function (values, left, right, up, down, resetCollisions, separateX, separateY) {
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for (var i = 0; i < values.length; i++)
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{
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this.tiles[values[i]].setCollision(left, right, up, down, resetCollisions, separateX, separateY);
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}
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};
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// Tile Management
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/**
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* Get the tile by its index.
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* @param {number} value - Index of the tile you want to get.
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* @return {Tile} The tile with given index.
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*/
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Phaser.Tilemap.prototype.getTileByIndex = function (value) {
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if (this.tiles[value])
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{
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return this.tiles[value];
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}
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return null;
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};
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/**
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* Get the tile located at specific position and layer.
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* @param {number} x - X position of this tile located.
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* @param {number} y - Y position of this tile located.
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* @param {number} [layer] - layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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Phaser.Tilemap.prototype.getTile = function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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};
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/**
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* Get the tile located at specific position (in world coordinate) and layer (thus you give a position of a point which is within the tile).
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* @param {number} x - X position of the point in target tile.
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* @param {number} y - Y position of the point in target tile.
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* @param {number} [layer] - layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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Phaser.Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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};
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/**
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* Gets the tile underneath the Input.x/y position.
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* @param {number} layer - The layer to check, defaults to 0.
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* @return {Tile}
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*/
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Phaser.Tilemap.prototype.getTileFromInputXY = function (layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
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};
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/**
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* Get tiles overlaps the given object.
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* @param {GameObject} object - Tiles you want to get that overlaps this.
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* @return {array} Array with tiles information (Each contains x, y and the tile).
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*/
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Phaser.Tilemap.prototype.getTileOverlaps = function (object) {
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return this.currentLayer.getTileOverlaps(object);
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};
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// COLLIDE
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/**
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* Check whether this tilemap collides with the given game object or group of objects.
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* @param {Function} objectOrGroup - Target object of group you want to check.
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* @param {Function} callback - This is called if objectOrGroup collides the tilemap.
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* @param {object} context - Callback will be called with this context.
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* @return {boolean} Return true if this collides with given object, otherwise return false.
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*/
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Phaser.Tilemap.prototype.collide = function (objectOrGroup, callback, context) {
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objectOrGroup = objectOrGroup || this.game.world.group;
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callback = callback || null;
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context = context || null;
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if (callback && context)
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{
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this.collisionCallback = callback;
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this.collisionCallbackContext = context;
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}
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if (objectOrGroup instanceof Phaser.Group)
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{
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objectOrGroup.forEachAlive(this.collideGameObject, this);
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}
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else
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{
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this.collideGameObject(objectOrGroup);
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}
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};
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/**
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* Check whether this tilemap collides with the given game object.
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* @param {GameObject} object - Target object you want to check.
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* @return {boolean} Return true if this collides with given object, otherwise return false.
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*/
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Phaser.Tilemap.prototype.collideGameObject = function (object) {
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if (object instanceof Phaser.Group || object instanceof Phaser.Tilemap)
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{
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return false;
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}
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if (object.exists && object.body.allowCollision.none == false)
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{
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this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
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if (this.collisionCallback && this._tempCollisionData.length > 0)
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{
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this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
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}
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return true;
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}
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else
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{
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return false;
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}
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};
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/**
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* Set a tile to a specific layer.
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* @param {number} x - X position of this tile.
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* @param {number} y - Y position of this tile.
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* @param {number} index - The index of this tile type in the core map data.
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* @param {number} [layer] - Which layer you want to set the tile to.
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*/
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Phaser.Tilemap.prototype.putTile = function (x, y, index, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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this.layers[layer].putTile(x, y, index);
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};
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/**
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* Calls the renderer.
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*/
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Phaser.Tilemap.prototype.update = function () {
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this.renderer.render(this);
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if (this.fixedToCamera)
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{
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// this.displayObject.position.x = this.game.camera.view.x + this.x;
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// this.displayObject.position.y = this.game.camera.view.y + this.y;
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this.position.x = this.game.camera.view.x + 0;
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this.position.y = this.game.camera.view.y + 0;
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}
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};
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/**
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* Description.
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*/
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Phaser.Tilemap.prototype.destroy = function () {
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this.tiles.length = 0;
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this.layers.length = 0;
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};
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/**
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* Get width in pixels.
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* @return {number}
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*/
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Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
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get: function () {
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return this.currentLayer.widthInPixels;
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}
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});
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/**
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* Get height in pixels.
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* @return {number}
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*/
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Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
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get: function () {
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return this.currentLayer.heightInPixels;
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}
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});
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