phaser/src/gameobjects/tilemap/dynamiclayer/DynamicTilemapLayer.js

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var Class = require('../../../utils/Class');
var GameObject = require('../../GameObject');
var Components = require('../../components');
var DynamicTilemapLayerRender = require('./DynamicTilemapLayerRender');
var TilemapComponents = require('../components');
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var DynamicTilemapLayer = new Class({
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Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Flip,
Components.GetBounds,
Components.Origin,
Components.ScaleMode,
Components.Size,
Components.Transform,
Components.Visible,
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Components.ScrollFactor,
DynamicTilemapLayerRender
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],
initialize:
/**
* A DynamicTilemapLayer is a game object that renders LayerData from a Tilemap. A
* DynamicTilemapLayer can only render tiles from a single tileset.
*
* A DynamicTilemapLayer trades some speed for being able to apply powerful effects. Unlike a
* StaticTilemapLayer, you can apply per-tile effects like tint or alpha, and you can change the
* tiles in a DynamicTilemapLayer. Use this over a StaticTilemapLayer when you need those
* features.
*
* @class DynamicTilemapLayer
* @constructor
*
* @param {Scene} scene - [description]
* @param {Tilemap} tilemap - The Tilemap this layer is a part of.
* @param {integer} layerIndex - The index of the LayerData associated with this layer.
* @param {Tileset} tileset - The tileset used to render the tiles in this layer.
* @param {number} [x=0] - The world x position where the top left of this layer will be placed.
* @param {number} [y=0] - The world y position where the top left of this layer will be placed.
*/
function DynamicTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
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{
GameObject.call(this, scene, 'DynamicTilemapLayer');
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/**
* Used internally by physics system to perform fast type checks.
* @property {boolean} isTilemap
* @readonly
*/
this.isTilemap = true;
/**
* The Tilemap that this layer is a part of.
* @property {Tilemap} tilemap
*/
this.tilemap = tilemap;
/**
* The index of the LayerData associated with this layer.
* @property {integer} layerIndex
*/
this.layerIndex = layerIndex;
/**
* The LayerData associated with this layer. LayerData can only be associated with one
* tilemap layer.
* @property {LayerData} layerIndex
*/
this.layer = tilemap.layers[layerIndex];
this.layer.tilemapLayer = this; // Link the LayerData with this static tilemap layer
/**
* The Tileset associated with this layer. A tilemap layer can only render from one Tileset.
* @property {Tileset} tileset
*/
this.tileset = tileset;
/**
* Used internally with the canvas render. This holds the tiles that are visible within the
* camera.
* @property {Tileset} culledTiles
*/
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this.culledTiles = [];
this.setAlpha(this.layer.alpha);
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this.setPosition(x, y);
this.setOrigin();
this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height);
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},
/**
* See component documentation.
*
* @return {this}
*/
calculateFacesWithin: function (tileX, tileY, width, height)
{
TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Sprite[]}
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera)
{
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
cull: function (camera)
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{
return TilemapComponents.CullTiles(this.layer, camera, this.culledTiles);
},
/**
* See component documentation.
*
* @return {this}
*/
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces)
{
TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, this.layer);
return this;
},
/**
* Destroys this DynamicTilemapLayer and removes its link to the associated LayerData.
*
* @method Phaser.TilemapLayer#destroy
*/
destroy: function ()
{
// Uninstall this layer only if it is still installed on the LayerData object
if (this.layer.tilemapLayer === this)
{
this.layer.tilemapLayer = undefined;
}
this.tilemap = undefined;
this.layer = undefined;
this.tileset = undefined;
this.culledTiles.length = 0;
GameObject.prototype.destroy.call(this);
},
/**
* See component documentation.
*
* @return {this}
*/
fill: function (index, tileX, tileY, width, height, recalculateFaces)
{
TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
findByIndex: function (findIndex, skip, reverse)
{
return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
},
/**
* See component documentation.
*
* @return {Tile|null}
*/
findTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile}
*/
getTileAt: function (tileX, tileY, nonNull)
{
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return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
getTileAtWorldXY: function (worldX, worldY, nonNull, camera)
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{
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer);
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},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithin: function (tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithinShape: function (shape, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer);
},
/**
* See component documentation.
*
* @return {boolean}
*/
hasTileAt: function (tileX, tileY)
{
return TilemapComponents.HasTileAt(tileX, tileY, this.layer);
},
/**
* See component documentation.
*
* @return {boolean}
*/
hasTileAtWorldXY: function (worldX, worldY, camera)
{
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
putTileAt: function (tile, tileX, tileY, recalculateFaces)
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{
return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, this.layer);
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},
/**
* See component documentation.
*
* @return {Tile}
*/
putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera)
{
return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces)
{
TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
randomize: function (tileX, tileY, width, height, indexes)
{
TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile}
*/
removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces)
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{
return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, this.layer);
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},
/**
* See component documentation.
*
* @return {Tile}
*/
removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera)
{
return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
renderDebug: function (graphics, styleConfig)
{
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height)
{
TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollision: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionBetween: function (start, stop, collides, recalculateFaces)
{
TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionByProperty: function (properties, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionByExclusion: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionFromCollisionGroup: function (collides, recalculateFaces)
{
TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
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setTileIndexCallback: function (indexes, callback, callbackContext)
{
TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
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setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext)
{
TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
shuffle: function (tileX, tileY, width, height)
{
TilemapComponents.Shuffle(tileX, tileY, width, height, this.layer);
return this;
},
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/**
* See component documentation.
*
* @return {this}
*/
swapByIndex: function (indexA, indexB, tileX, tileY, width, height)
{
TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {number}
*/
tileToWorldX: function (tileX, camera)
{
return TilemapComponents.TileToWorldX(tileX, camera, this.layer);
},
/**
* See component documentation.
*
* @return {number}
*/
tileToWorldY: function (tileY, camera)
{
return TilemapComponents.TileToWorldY(tileY, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Vector2}
*/
tileToWorldXY: function (tileX, tileY, point, camera)
{
return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, this.layer);
},
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/**
* See component documentation.
*
* @return {this}
*/
weightedRandomize: function (tileX, tileY, width, height, weightedIndexes)
{
TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {number}
*/
worldToTileX: function (worldX, snapToFloor, camera)
{
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
},
/**
* See component documentation.
*
* @return {number}
*/
worldToTileY: function (worldY, snapToFloor, camera)
{
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Vector}
*/
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
{
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
}
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});
module.exports = DynamicTilemapLayer;