2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2017-11-29 15:05:53 +00:00
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var GetTilesWithin = require('./GetTilesWithin');
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2018-02-07 17:10:01 +00:00
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var Color = require('../../display/color');
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2017-11-29 15:05:53 +00:00
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/**
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* Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
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* get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
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* are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
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* wherever you want on the screen.
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*
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2018-02-08 01:08:59 +00:00
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* @function Phaser.Tilemaps.Components.RenderDebug
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
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2017-11-29 15:05:53 +00:00
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* @param {object} styleConfig - An object specifying the colors to use for the debug drawing.
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2018-03-20 11:36:35 +00:00
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* @param {?Phaser.Display.Color} [styleConfig.tileColor=blue] - Color to use for drawing a filled rectangle at
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2017-11-29 15:05:53 +00:00
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* non-colliding tile locations. If set to null, non-colliding tiles will not be drawn.
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2018-03-20 11:36:35 +00:00
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* @param {?Phaser.Display.Color} [styleConfig.collidingTileColor=orange] - Color to use for drawing a filled
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2017-11-29 15:05:53 +00:00
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* rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.
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2018-03-20 11:36:35 +00:00
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* @param {?Phaser.Display.Color} [styleConfig.faceColor=grey] - Color to use for drawing a line at interesting
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2017-11-29 15:05:53 +00:00
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* tile faces. If set to null, interesting tile faces will not be drawn.
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2018-02-08 02:02:37 +00:00
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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2017-11-29 15:05:53 +00:00
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*/
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var RenderDebug = function (graphics, styleConfig, layer)
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{
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if (styleConfig === undefined) { styleConfig = {}; }
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// Default colors without needlessly creating Color objects
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var tileColor = styleConfig.tileColor !== undefined
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? styleConfig.tileColor
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: new Color(105, 210, 231, 150);
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var collidingTileColor = styleConfig.collidingTileColor !== undefined
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? styleConfig.collidingTileColor
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: new Color(243, 134, 48, 200);
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var faceColor = styleConfig.faceColor !== undefined
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? styleConfig.faceColor
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: new Color(40, 39, 37, 150);
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var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer);
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for (var i = 0; i < tiles.length; i++)
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{
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var tile = tiles[i];
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var tw = tile.width;
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var th = tile.height;
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2017-12-01 15:40:55 +00:00
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var x = tile.pixelX;
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var y = tile.pixelY;
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2017-11-29 15:05:53 +00:00
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var color = tile.collides ? collidingTileColor : tileColor;
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if (color !== null)
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{
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graphics.fillStyle(color.color, color.alpha / 255);
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graphics.fillRect(x, y, tw, th);
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}
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// Inset the face line to prevent neighboring tile's lines from overlapping
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x += 1;
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y += 1;
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tw -= 2;
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th -= 2;
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if (faceColor !== null)
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{
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graphics.lineStyle(1, faceColor.color, faceColor.alpha / 255);
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if (tile.faceTop) { graphics.lineBetween(x, y, x + tw, y); }
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if (tile.faceRight) { graphics.lineBetween(x + tw, y, x + tw, y + th); }
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if (tile.faceBottom) { graphics.lineBetween(x, y + th, x + tw, y + th); }
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if (tile.faceLeft) { graphics.lineBetween(x, y, x, y + th); }
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}
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}
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};
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module.exports = RenderDebug;
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