phaser/src/tilemaps/dynamiclayer/DynamicTilemapLayer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../../utils/Class');
var Components = require('../../gameobjects/components');
var DynamicTilemapLayerRender = require('./DynamicTilemapLayerRender');
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var GameObject = require('../../gameobjects/GameObject');
var TilemapComponents = require('../components');
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/**
* @classdesc
* 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
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* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.Tilemaps
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
* @extends Phaser.GameObjects.Components.ScrollFactor
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*
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* @param {Phaser.Scene} scene - [description]
* @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of.
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* @param {integer} layerIndex - The index of the LayerData associated with this layer.
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* @param {Phaser.Tilemaps.Tileset} tileset - The tileset used to render the tiles in this layer.
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* @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.
*/
var DynamicTilemapLayer = new Class({
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Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
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Components.Flip,
Components.GetBounds,
Components.Origin,
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Components.Pipeline,
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Components.ScaleMode,
Components.Size,
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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/**
* Used internally by physics system to perform fast type checks.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#isTilemap
* @type {boolean}
* @readOnly
* @since 3.0.0
*/
this.isTilemap = true;
/**
* The Tilemap that this layer is a part of.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#tilemap
* @type {Phaser.Tilemaps.Tilemap}
* @since 3.0.0
*/
this.tilemap = tilemap;
/**
* The index of the LayerData associated with this layer.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#layerIndex
* @type {integer}
* @since 3.0.0
*/
this.layerIndex = layerIndex;
/**
* The LayerData associated with this layer. LayerData can only be associated with one
* tilemap layer.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#layer
* @type {Phaser.Tilemaps.LayerData}
* @since 3.0.0
*/
this.layer = tilemap.layers[layerIndex];
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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.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#tileset
* @type {Phaser.Tilemaps.Tileset}
* @since 3.0.0
*/
this.tileset = tileset;
/**
* Used internally with the canvas render. This holds the tiles that are visible within the
* camera.
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*
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* @name Phaser.Tilemaps.DynamicTilemapLayer#culledTiles
* @type {array}
* @since 3.0.0
*/
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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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this.initPipeline('TextureTintPipeline');
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},
/**
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* Calculates interesting faces at the given tile coordinates of the specified layer. Interesting
* faces are used internally for optimizing collisions against tiles. This method is mostly used
* internally to optimize recalculating faces when only one tile has been changed.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#calculateFacesAt
* @since 3.0.0
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*
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* @param {integer} tileX - The x coordinate.
* @param {integer} tileY - The y coordinate.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
calculateFacesAt: function (tileX, tileY)
{
TilemapComponents.CalculateFacesAt(tileX, tileY, this.layer);
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return this;
},
/**
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* Calculates interesting faces within the rectangular area specified (in tile coordinates) of the
* layer. Interesting faces are used internally for optimizing collisions against tiles. This method
* is mostly used internally.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#calculateFacesWithin
* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
calculateFacesWithin: function (tileX, tileY, width, height)
{
TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer);
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return this;
},
/**
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* Creates a Sprite for every object matching the given tile indexes in the layer. You can
* optionally specify if each tile will be replaced with a new tile after the Sprite has been
* created. This is useful if you want to lay down special tiles in a level that are converted to
* Sprites, but want to replace the tile itself with a floor tile or similar once converted.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#createFromTiles
* @since 3.0.0
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*
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* @param {(integer|array)} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {(integer|array)} replacements - The tile index, or array of indexes, to change a converted
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* tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a
* one-to-one mapping with the indexes array.
* @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e.
* scene.make.sprite).
* @param {Phaser.Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when determining the world XY
*
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* @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera)
{
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer);
},
/**
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* Returns the tiles in the given layer that are within the cameras viewport.
* This is used internally.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#cull
* @since 3.0.0
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*
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* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against.
*
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* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
cull: function (camera)
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{
return TilemapComponents.CullTiles(this.layer, camera, this.culledTiles);
},
/**
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* Copies the tiles in the source rectangular area to a new destination (all specified in tile
* coordinates) within the layer. This copies all tile properties & recalculates collision
* information in the destination region.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#copy
* @since 3.0.0
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*
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* @param {integer} srcTileX - [description]
* @param {integer} srcTileY - [description]
* @param {integer} width - [description]
* @param {integer} height - [description]
* @param {integer} destTileX - [description]
* @param {integer} destTileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces)
{
TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, this.layer);
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return this;
},
/**
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* Destroys this DynamicTilemapLayer and removes its link to the associated LayerData.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#destroy
* @since 3.0.0
*/
destroy: function ()
{
// Uninstall this layer only if it is still installed on the LayerData object
if (this.layer.tilemapLayer === this)
{
this.layer.tilemapLayer = undefined;
}
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this.tilemap = undefined;
this.layer = undefined;
this.tileset = undefined;
this.culledTiles.length = 0;
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GameObject.prototype.destroy.call(this);
},
/**
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* Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the
* specified index. Tiles will be set to collide if the given index is a colliding index.
* Collision information in the region will be recalculated.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#fill
* @since 3.0.0
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*
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* @param {integer} index - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {boolean} [recalculateFaces=true] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
fill: function (index, tileX, tileY, width, height, recalculateFaces)
{
TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, this.layer);
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return this;
},
/**
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* For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
* filter callback function. Any tiles that pass the filter test (i.e. where the callback returns
* true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#filterTiles
* @since 3.0.0
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*
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* @param {function} callback - The callback. Each tile in the given area will be passed to this
* callback as the first and only parameter. The callback should return true for tiles that pass the
* filter.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
* on at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
*
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* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
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* Searches the entire map layer for the first tile matching the given index, then returns that Tile
* object. If no match is found, it returns null. The search starts from the top-left tile and
* continues horizontally until it hits the end of the row, then it drops down to the next column.
* If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to
* the top-left.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#findByIndex
* @since 3.0.0
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*
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* @param {integer} index - The tile index value to search for.
* @param {integer} [skip=0] - The number of times to skip a matching tile before returning.
* @param {boolean} [reverse=false] - If true it will scan the layer in reverse, starting at the
* bottom-right. Otherwise it scans from the top-left.
*
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* @return {Phaser.Tilemaps.Tile} A Tile object.
*/
findByIndex: function (findIndex, skip, reverse)
{
return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
},
/**
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* Find the first tile in the given rectangular area (in tile coordinates) of the layer that
* satisfies the provided testing function. I.e. finds the first tile for which `callback` returns
* true. Similar to Array.prototype.find in vanilla JS.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#findTile
* @since 3.0.0
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*
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* @param {function} callback - The callback. Each tile in the given area will be passed to this
* callback as the first and only parameter.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
* on at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
*
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* @return {?Phaser.Tilemaps.Tile}
*/
findTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
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* For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
* callback. Similar to Array.prototype.forEach in vanilla JS.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#forEachTile
* @since 3.0.0
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*
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* @param {function} callback - The callback. Each tile in the given area will be passed to this
* callback as the first and only parameter.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
* on at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
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return this;
},
/**
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* Gets a tile at the given tile coordinates from the given layer.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#getTileAt
* @since 3.0.0
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*
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* @param {integer} tileX - X position to get the tile from (given in tile units, not pixels).
* @param {integer} tileY - Y position to get the tile from (given in tile units, not pixels).
* @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile
* object with an index of -1.
*
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* @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
*/
getTileAt: function (tileX, tileY, nonNull)
{
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return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
},
/**
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* Gets a tile at the given world coordinates from the given layer.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#getTileAtWorldXY
* @since 3.0.0
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*
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* @param {number} worldX - X position to get the tile from (given in pixels)
* @param {number} worldY - Y position to get the tile from (given in pixels)
* @param {boolean} [nonNull=false] - If true, function won't return null for empty tiles, but a Tile
* object with an index of -1.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
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* @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates
* were invalid.
*/
getTileAtWorldXY: function (worldX, worldY, nonNull, camera)
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{
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer);
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},
/**
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* Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#getTilesWithin
* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
* at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
*
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* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
getTilesWithin: function (tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
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* Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle,
* Line, Rectangle or Triangle. The shape should be in world coordinates.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#getTilesWithinShape
* @since 3.0.0
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*
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* @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.Triangle)} shape - A shape in world (pixel) coordinates
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* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
* at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
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* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
getTilesWithinShape: function (shape, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer);
},
/**
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* Gets the tiles in the given rectangular area (in world coordinates) of the layer.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#getTilesWithinWorldXY
* @since 3.0.0
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*
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* @param {number} worldX - [description]
* @param {number} worldY - [description]
* @param {number} width - [description]
* @param {number} height - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
* at least one side.
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
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* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer);
},
/**
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* Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns
* false if there is no tile or if the tile at that location has an index of -1.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#hasTileAt
* @since 3.0.0
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*
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* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
*
* @return {boolean}
*/
hasTileAt: function (tileX, tileY)
{
return TilemapComponents.HasTileAt(tileX, tileY, this.layer);
},
/**
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* Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns
* false if there is no tile or if the tile at that location has an index of -1.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#hasTileAtWorldXY
* @since 3.0.0
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*
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* @param {number} worldX - [description]
* @param {number} worldY - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
* @return {boolean}
*/
hasTileAtWorldXY: function (worldX, worldY, camera)
{
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
},
/**
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* Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index
* or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified
* location. If you pass in an index, only the index at the specified location will be changed.
* Collision information will be recalculated at the specified location.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#putTileAt
* @since 3.0.0
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*
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* @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
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* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
*
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* @return {Phaser.Tilemaps.Tile} A Tile object.
*/
putTileAt: function (tile, tileX, tileY, recalculateFaces)
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{
return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, this.layer);
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},
/**
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* Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either
* an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the
* specified location. If you pass in an index, only the index at the specified location will be
* changed. Collision information will be recalculated at the specified location.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#putTileAtWorldXY
* @since 3.0.0
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*
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* @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
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* @param {integer} worldX - [description]
* @param {integer} worldY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - [description]
*
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* @return {Phaser.Tilemaps.Tile} A Tile object.
*/
putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera)
{
return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.layer);
},
/**
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* Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified
* layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile,
* all attributes will be copied over to the specified location. If you pass in an index, only the
* index at the specified location will be changed. Collision information will be recalculated
* within the region tiles were changed.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#putTilesAt
* @since 3.0.0
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*
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* @param {(integer[]|integer[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles
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* or tile indexes to place.
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces)
{
TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, this.layer);
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return this;
},
/**
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* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
* specified layer. Each tile will receive a new index. If an array of indexes is passed in, then
* those will be used for randomly assigning new tile indexes. If an array is not provided, the
* indexes found within the region (excluding -1) will be used for randomly assigning new tile
* indexes. This method only modifies tile indexes and does not change collision information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#randomize
* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
randomize: function (tileX, tileY, width, height, indexes)
{
TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer);
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return this;
},
/**
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* Removes the tile at the given tile coordinates in the specified layer and updates the layer's
* collision information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#removeTileAt
* @since 3.0.0
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*
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* @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
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* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified
* location with null instead of a Tile with an index of -1.
* @param {boolean} [recalculateFaces=true] - [description]
*
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* @return {Phaser.Tilemaps.Tile} A Tile object.
*/
removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces)
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{
return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, this.layer);
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},
/**
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* Removes the tile at the given world coordinates in the specified layer and updates the layer's
* collision information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#removeTileAtWorldXY
* @since 3.0.0
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*
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* @param {(integer|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
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* @param {number} worldX - [description]
* @param {number} worldY - [description]
* @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified
* location with null instead of a Tile with an index of -1.
* @param {boolean} [recalculateFaces=true] - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
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* @return {Phaser.Tilemaps.Tile} A Tile object.
*/
removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera)
{
return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer);
},
/**
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* Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
* get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
* are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
* wherever you want on the screen.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#renderDebug
* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
* @param {object} styleConfig - An object specifying the colors to use for the debug drawing.
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* @param {?Color} [styleConfig.tileColor=blue] - Color to use for drawing a filled rectangle at
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* non-colliding tile locations. If set to null, non-colliding tiles will not be drawn.
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* @param {?Color} [styleConfig.collidingTileColor=orange] - Color to use for drawing a filled
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* rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.
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* @param {?Color} [styleConfig.faceColor=grey] - Color to use for drawing a line at interesting
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* tile faces. If set to null, interesting tile faces will not be drawn.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
renderDebug: function (graphics, styleConfig)
{
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
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return this;
},
/**
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* Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
* `findIndex` and updates their index to match `newIndex`. This only modifies the index and does
* not change collision information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#replaceByIndex
* @since 3.0.0
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*
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* @param {integer} findIndex - [description]
* @param {integer} newIndex - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height)
{
TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer);
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return this;
},
/**
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* Sets collision on the given tile or tiles within a layer by index. You can pass in either a
* single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
* collision will be enabled (true) or disabled (false).
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setCollision
* @since 3.0.0
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*
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* @param {(integer|array)} indexes - Either a single tile index, or an array of tile indexes.
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
setCollision: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer);
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return this;
},
/**
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* Sets collision on a range of tiles in a layer whose index is between the specified `start` and
* `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
* enabled (true) or disabled (false).
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setCollisionBetween
* @since 3.0.0
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*
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* @param {integer} start - The first index of the tile to be set for collision.
* @param {integer} stop - The last index of the tile to be set for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
setCollisionBetween: function (start, stop, collides, recalculateFaces)
{
TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer);
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return this;
},
/**
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* Sets collision on the tiles within a layer by checking tile properties. If a tile has a property
* that matches the given properties object, its collision flag will be set. The `collides`
* parameter controls if collision will be enabled (true) or disabled (false). Passing in
* `{ collides: true }` would update the collision flag on any tiles with a "collides" property that
* has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can
* also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a
* "types" property that matches any of those values, its collision flag will be updated.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setCollisionByProperty
* @since 3.0.0
*
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* @param {object} properties - An object with tile properties and corresponding values that should
* be checked.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
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*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
setCollisionByProperty: function (properties, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.layer);
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return this;
},
/**
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* Sets collision on all tiles in the given layer, except for tiles that have an index specified in
* the given array. The `collides` parameter controls if collision will be enabled (true) or
* disabled (false).
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setCollisionByExclusion
* @since 3.0.0
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*
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* @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
setCollisionByExclusion: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer);
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return this;
},
/**
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* Sets collision on the tiles within a layer by checking each tiles collision group data
* (typically defined in Tiled within the tileset collision editor). If any objects are found within
* a tiles collision group, the tile's colliding information will be set. The `collides` parameter
* controls if collision will be enabled (true) or disabled (false).
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setCollisionFromCollisionGroup
* @since 3.0.0
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*
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* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
setCollisionFromCollisionGroup: function (collides, recalculateFaces)
{
TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, this.layer);
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return this;
},
/**
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* Sets a global collision callback for the given tile index within the layer. This will affect all
* tiles on this layer that have the same index. If a callback is already set for the tile index it
* will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile
* at a specific location on the map then see setTileLocationCallback.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setTileIndexCallback
* @since 3.0.0
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*
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* @param {(integer|array)} indexes - Either a single tile index, or an array of tile indexes to have a
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* collision callback set for.
* @param {function} callback - The callback that will be invoked when the tile is collided with.
* @param {object} callbackContext - The context under which the callback is called.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
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setTileIndexCallback: function (indexes, callback, callbackContext)
{
TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer);
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return this;
},
/**
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* Sets a collision callback for the given rectangular area (in tile coordinates) within the layer.
* If a callback is already set for the tile index it will be replaced. Set the callback to null to
* remove it.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#setTileLocationCallback
* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {function} callback - The callback that will be invoked when the tile is collided with.
* @param {object} callbackContext - The context under which the callback is called.
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
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setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext)
{
TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer);
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return this;
},
/**
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* Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given
* layer. It will only randomize the tiles in that area, so if they're all the same nothing will
* appear to have changed! This method only modifies tile indexes and does not change collision
* information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#shuffle
* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
shuffle: function (tileX, tileY, width, height)
{
TilemapComponents.Shuffle(tileX, tileY, width, height, this.layer);
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return this;
},
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/**
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* Scans the given rectangular area (given in tile coordinates) for tiles with an index matching
* `indexA` and swaps then with `indexB`. This only modifies the index and does not change collision
* information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#swapByIndex
* @since 3.0.0
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*
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* @param {integer} tileA - First tile index.
* @param {integer} tileB - Second tile index.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
*/
swapByIndex: function (indexA, indexB, tileX, tileY, width, height)
{
TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer);
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return this;
},
/**
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* Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
* layers position, scale and scroll.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#tileToWorldX
* @since 3.0.0
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*
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* @param {integer} tileX - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
* @return {number}
*/
tileToWorldX: function (tileX, camera)
{
return TilemapComponents.TileToWorldX(tileX, camera, this.layer);
},
/**
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* Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
* layers position, scale and scroll.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#tileToWorldY
* @since 3.0.0
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*
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* @param {integer} tileY - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
* @return {number}
*/
tileToWorldY: function (tileY, camera)
{
return TilemapComponents.TileToWorldY(tileY, camera, this.layer);
},
/**
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* Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the
* layers position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#tileToWorldXY
* @since 3.0.0
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*
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* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {Phaser.Math.Vector2} [point] - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
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* @return {Phaser.Math.Vector2}
*/
tileToWorldXY: function (tileX, tileY, point, camera)
{
return TilemapComponents.TileToWorldXY(tileX, tileY, point, camera, this.layer);
},
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/**
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* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
* specified layer. Each tile will recieve a new index. New indexes are drawn from the given
* weightedIndexes array. An example weighted array:
*
* [
* { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8
* { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8
* { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8
* { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8
* ]
*
* The probability of any index being choose is (the index's weight) / (sum of all weights). This
* method only modifies tile indexes and does not change collision information.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#weightedRandomize
* @since 3.0.0
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*
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* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object[]} [weightedIndexes] - An array of objects to randomly draw from during
* randomization. They should be in the form: { index: 0, weight: 4 } or
* { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes.
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*
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* @return {Phaser.Tilemaps.DynamicTilemapLayer} This Tilemap Layer object.
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*/
weightedRandomize: function (tileX, tileY, width, height, weightedIndexes)
{
TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, this.layer);
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return this;
},
/**
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* Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the
* layers position, scale and scroll.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#worldToTileX
* @since 3.0.0
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*
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* @param {number} worldX - [description]
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
* nearest integer.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
* @return {number}
*/
worldToTileX: function (worldX, snapToFloor, camera)
{
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
},
/**
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* Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the
* layers position, scale and scroll.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#worldToTileXY
* @since 3.0.0
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*
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* @param {number} worldY - [description]
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
* nearest integer.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
* @return {number}
*/
worldToTileY: function (worldY, snapToFloor, camera)
{
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
},
/**
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* Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the
* layers position, scale and scroll. This will return a new Vector2 object or update the given
* `point` object.
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*
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* @method Phaser.Tilemaps.DynamicTilemapLayer#worldToTileXY
* @since 3.0.0
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*
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* @param {number} worldX - [description]
* @param {number} worldY - [description]
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the
* nearest integer.
* @param {Phaser.Math.Vector2} [point] - [description]
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - [description]
*
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* @return {Phaser.Math.Vector2}
*/
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
{
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
}
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});
module.exports = DynamicTilemapLayer;