phaser/src/tilemap/TilemapLayer.js

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Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData, tileset) {
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/**
* @property {Phaser.Game} game - Description.
*/
this.game = game;
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/**
* @property {Description} canvas - Description.
* @default
*/
this.canvas = Phaser.Canvas.create(renderWidth, renderHeight);
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/**
* @property {Description} context - Description.
* @default
*/
this.context = this.canvas.getContext('2d');
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/**
* @property {Description} baseTexture - Description.
* @default
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
* @property {Description} texture - Description.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
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// index, x, y, width, height, name, uuid
this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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/**
* @property {Description} sprite - Description.
* @default
*/
this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
/**
* @property {Description} tileset - Description.
*/
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this.tileset = null;
this.tileWidth = 0;
this.tileHeight = 0;
this.widthInTiles = 0;
this.heightInTiles = 0;
this.renderWidth = renderWidth;
this.renderHeight = renderHeight;
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/**
* @property {number} _ga - Local render loop var to help avoid gc spikes.
* @private
*/
this._ga = 1;
/**
* @property {number} _dx - Local render loop var to help avoid gc spikes.
* @private
*/
this._dx = 0;
/**
* @property {number} _dy - Local render loop var to help avoid gc spikes.
* @private
*/
this._dy = 0;
/**
* @property {number} _dw - Local render loop var to help avoid gc spikes.
* @private
*/
this._dw = 0;
/**
* @property {number} _dh - Local render loop var to help avoid gc spikes.
* @private
*/
this._dh = 0;
/**
* @property {number} _tx - Local render loop var to help avoid gc spikes.
* @private
*/
this._tx = 0;
/**
* @property {number} _ty - Local render loop var to help avoid gc spikes.
* @private
*/
this._ty = 0;
/**
* @property {number} _tl - Local render loop var to help avoid gc spikes.
* @private
*/
this._tl = 0;
/**
* @property {number} _maxX - Local render loop var to help avoid gc spikes.
* @private
*/
this._maxX = 0;
/**
* @property {number} _maxY - Local render loop var to help avoid gc spikes.
* @private
*/
this._maxY = 0;
/**
* @property {number} _startX - Local render loop var to help avoid gc spikes.
* @private
*/
this._startX = 0;
/**
* @property {number} _startY - Local render loop var to help avoid gc spikes.
* @private
*/
this._startY = 0;
this.tilemap;
this.layer;
this._x = 0;
this._y = 0;
this._prevX = 0;
this._prevY = 0;
this.dirty = true;
};
Phaser.TilemapLayer.prototype = {
updateMapData: function (tilemap, layerID) {
this.tilemap = tilemap;
this.layer = this.tilemap.layers[layerID];
if (this._maxX > this.layer.width)
{
this._maxX = this.layer.width;
}
if (this._maxY > this.layer.height)
{
this._maxY = this.layer.height;
}
},
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updateTileset: function (tileset) {
this.tileset = this.game.cache.getTileset(tileset);
this.tileWidth = this.tileset.tileWidth;
this.tileHeight = this.tileset.tileHeight;
// This don't need to be calculated every frame!
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
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},
render: function () {
if (this.visible == false || this.dirty == false)
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{
return;
}
// Work out how many tiles we can fit into our canvas and round it up for the edges
// this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
// this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
this._startX = this.game.math.floor(this._x / this.tileWidth);
this._startY = this.game.math.floor(this._y / this.tileHeight);
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// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._startX + this._maxX > this.layer.width)
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{
this._startX = this.layer.width - this._maxX;
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}
if (this._startY + this._maxY > this.layer.height)
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{
this._startY = this.layer.height - this._maxY;
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}
// Finally get the offset to avoid the blocky movement
this._dx = -(this._x - (this._startX * this.tileWidth));
this._dy = -(this._y - (this._startY * this.tileHeight));
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this._tx = this._dx;
this._ty = this._dy;
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
for (var y = this._startY; y < this._startY + this._maxY; y++)
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{
this._column = this.layer.data[y];
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for (var x = this._startX; x < this._startX + this._maxX; x++)
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{
// only -1 on TILED maps, not CSV
var tile = this.tileset.tiles[this._column[x]-1];
// if (this.tileset.checkTileIndex(tile))
// {
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this.context.drawImage(
this.tileset.image,
tile.x,
tile.y,
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this.tileWidth,
this.tileHeight,
this._tx,
this._ty,
this.tileWidth,
this.tileHeight
);
// }
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this._tx += this.tileWidth;
}
this._tx = this._dx;
this._ty += this.tileHeight;
}
// 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(this.baseTexture);
}
this.dirty = false;
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return true;
}
};
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Phaser.TilemapLayer.prototype.deltaAbsX = function () {
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
}
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Phaser.TilemapLayer.prototype.deltaAbsY = function () {
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
}
Phaser.TilemapLayer.prototype.deltaX = function () {
return this._x - this._prevX;
}
Phaser.TilemapLayer.prototype.deltaY = function () {
return this._y - this._prevY;
}
Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
get: function () {
return this._x;
},
set: function (value) {
if (value !== this._x)
{
this._x = value;
this.dirty = true;
}
}
});
Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
get: function () {
return this._y;
},
set: function (value) {
if (value !== this._y)
{
this._y = value;
this.dirty = true;
}
}
});