phaser/v3/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');
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var Tile = require('./Tile');
var DynamicTilemapLayer = new Class({
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Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Flip,
Components.GetBounds,
Components.Origin,
Components.RenderTarget,
Components.ScaleMode,
Components.Size,
Components.Texture,
Components.Transform,
Components.Visible,
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Components.ScrollFactor,
DynamicTilemapLayerRender
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],
initialize:
function DynamicTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
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{
GameObject.call(this, scene, 'DynamicTilemapLayer');
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this.map = tilemap;
this.layerIndex = layerIndex;
this.layer = tilemap.layers[layerIndex];
this.tileset = tileset;
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this.tileArray = [];
this.culledTiles = [];
this.setTexture(tileset.image.key);
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this.setPosition(x, y);
this.setSizeToFrame();
this.setOrigin();
this.setSize(this.map.tileWidth * this.layer.width, this.map.tileheight * this.layer.height);
this.skipIndexZero = false;
this.buildTilemap();
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},
getTotalTileCount: function ()
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{
return this.tileArray.length;
},
getVisibleTileCount: function (camera)
{
return this.cull(camera).length;
},
buildTilemap: function ()
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{
var tileArray = this.tileArray;
var mapData = this.layer.data;
var tileWidth = this.map.tileWidth;
var tileHeight = this.map.tileHeight;
var tileset = this.tileset;
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var width = this.texture.source[0].width;
var height = this.texture.source[0].height;
var mapWidth = this.layer.width;
var mapHeight = this.layer.height;
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tileArray.length = 0;
for (var row = 0; row < mapHeight; ++row)
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{
for (var col = 0; col < mapWidth; ++col)
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{
var tileIndex = mapData[row][col].index;
if (tileIndex <= 0 && this.skipIndexZero) { continue; }
var texCoords = tileset.getTileTextureCoordinates(tileIndex);
if (texCoords === null) { continue; }
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tileArray.push(new Tile({
index: tileIndex,
id: tileIndex,
x: col * tileWidth,
y: row * tileHeight,
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width: tileWidth,
height: tileHeight,
frameX: texCoords.x,
frameY: texCoords.y,
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frameWidth: tileWidth,
frameHeight: tileHeight,
textureWidth: width,
textureHeight: height
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}));
}
}
},
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cull: function (camera)
{
var culledTiles = this.culledTiles;
var tiles = this.tileArray;
var length = tiles.length;
var scrollX = camera.scrollX * this.scrollFactorX;
var scrollY = camera.scrollY * this.scrollFactorY;
var cameraW = camera.width;
var cameraH = camera.height;
culledTiles.length = 0;
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for (var index = 0; index < length; ++index)
{
var tile = tiles[index];
var tileX = tile.x - scrollX;
var tileY = tile.y - scrollY;
var tileW = tile.width;
var tileH = tile.height;
var cullW = cameraW + tileW;
var cullH = cameraH + tileH;
if (tile.visible &&
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tileX > -tileW && tileY > -tileH &&
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tileX < cullW && tileY < cullH)
{
culledTiles.push(tile);
}
}
return culledTiles;
},
forEach: function (callback)
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{
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this.tileArray.forEach(callback);
},
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// Returns Object containing:
// {
// alpha
// frameWidth,
// frameHeight,
// frameX
// frameY
// id
// index = the tile in the tileset to render
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// textureWidth = tileset texture size
// textureHeight
// tint
// visible
// width
// x
// y
// }
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getTileAt: function (x, y)
{
var ix = (x|0);
var iy = (y|0);
var tiles = this.tileArray;
var index = iy * this.mapWidth + ix;
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if (index < tiles.length)
{
return tiles[index];
}
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return null;
},
getTileAtIndex: function (index)
{
var tiles = this.tileArray;
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if (index < tiles.length)
{
return tiles[index];
}
return null;
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}
});
module.exports = DynamicTilemapLayer;