phaser/wip/tilemap/Tile.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* A Tile is a representation of a single tile within the Tilemap.
*
* @class Phaser.Tile
* @constructor
* @param {object} layer - The layer in the Tilemap data that this tile belongs to.
* @param {number} index - The index of this tile type in the core map data.
* @param {number} x - The x coordinate of this tile.
* @param {number} y - The y coordinate of this tile.
* @param {number} width - Width of the tile.
* @param {number} height - Height of the tile.
*/
Phaser.Tile = function (layer, index, x, y, width, height) {
/**
* @property {object} layer - The layer in the Tilemap data that this tile belongs to.
*/
this.layer = layer;
/**
* @property {number} index - The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile.
*/
this.index = index;
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/**
* @property {number} x - The x map coordinate of this tile.
*/
this.x = x;
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/**
* @property {number} y - The y map coordinate of this tile.
*/
this.y = y;
/**
* @property {number} rotation - The rotation angle of this tile.
*/
this.rotation = 0;
/**
* @property {boolean} flipped - Whether this tile is flipped (mirrored) or not.
*/
this.flipped = false;
/**
* @property {number} x - The x map coordinate of this tile.
*/
this.worldX = x * width;
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/**
* @property {number} y - The y map coordinate of this tile.
*/
this.worldY = y * height;
/**
* @property {number} width - The width of the tile in pixels.
*/
this.width = width;
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/**
* @property {number} height - The height of the tile in pixels.
*/
this.height = height;
/**
* @property {number} width - The width of the tile in pixels.
*/
this.centerX = Math.abs(width / 2);
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/**
* @property {number} height - The height of the tile in pixels.
*/
this.centerY = Math.abs(height / 2);
/**
* @property {number} alpha - The alpha value at which this tile is drawn to the canvas.
*/
this.alpha = 1;
/**
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* @property {object} properties - Tile specific properties.
*/
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this.properties = {};
/**
* @property {boolean} scanned - Has this tile been walked / turned into a poly?
*/
this.scanned = false;
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/**
* @property {boolean} faceTop - Is the top of this tile an interesting edge?
*/
this.faceTop = false;
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/**
* @property {boolean} faceBottom - Is the bottom of this tile an interesting edge?
*/
this.faceBottom = false;
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/**
* @property {boolean} faceLeft - Is the left of this tile an interesting edge?
*/
this.faceLeft = false;
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/**
* @property {boolean} faceRight - Is the right of this tile an interesting edge?
*/
this.faceRight = false;
/**
* @property {boolean} collideLeft - Indicating collide with any object on the left.
* @default
*/
this.collideLeft = false;
/**
* @property {boolean} collideRight - Indicating collide with any object on the right.
* @default
*/
this.collideRight = false;
/**
* @property {boolean} collideUp - Indicating collide with any object on the top.
* @default
*/
this.collideUp = false;
/**
* @property {boolean} collideDown - Indicating collide with any object on the bottom.
* @default
*/
this.collideDown = false;
/**
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* @property {function} collisionCallback - Tile collision callback.
* @default
*/
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this.collisionCallback = null;
/**
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* @property {object} collisionCallbackContext - The context in which the collision callback will be called.
* @default
*/
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this.collisionCallbackContext = this;
};
Phaser.Tile.prototype = {
/**
* Check if the given x and y world coordinates are within this Tile.
*
* @method Phaser.Tile#containsPoint
* @param {number} x - The x coordinate to test.
* @param {number} y - The y coordinate to test.
* @return {boolean} True if the coordinates are within this Tile, otherwise false.
*/
containsPoint: function (x, y) {
return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
},
/**
* Check for intersection with this tile.
*
* @method Phaser.Tile#intersects
* @param {number} x - The x axis in pixels.
* @param {number} y - The y axis in pixels.
* @param {number} right - The right point.
* @param {number} bottom - The bottom point.
*/
intersects: function (x, y, right, bottom) {
if (right <= this.worldX)
{
return false;
}
if (bottom <= this.worldY)
{
return false;
}
if (x >= this.worldX + this.width)
{
return false;
}
if (y >= this.worldY + this.height)
{
return false;
}
return true;
},
/**
* Set a callback to be called when this tile is hit by an object.
* The callback must true true for collision processing to take place.
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*
* @method Phaser.Tile#setCollisionCallback
* @param {function} callback - Callback function.
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* @param {object} context - Callback will be called within this context.
*/
setCollisionCallback: function (callback, context) {
this.collisionCallback = callback;
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this.collisionCallbackContext = context;
},
/**
* Clean up memory.
*
* @method Phaser.Tile#destroy
*/
destroy: function () {
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this.collisionCallback = null;
this.collisionCallbackContext = null;
this.properties = null;
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},
/**
* Sets the collision flags for each side of this tile and updates the interesting faces list.
*
* @method Phaser.Tile#setCollision
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
*/
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setCollision: function (left, right, up, down) {
this.collideLeft = left;
this.collideRight = right;
this.collideUp = up;
this.collideDown = down;
this.faceLeft = left;
this.faceRight = right;
this.faceTop = up;
this.faceBottom = down;
},
/**
* Reset collision status flags.
*
* @method Phaser.Tile#resetCollision
*/
resetCollision: function () {
this.collideLeft = false;
this.collideRight = false;
this.collideUp = false;
this.collideDown = false;
this.faceTop = false;
this.faceBottom = false;
this.faceLeft = false;
this.faceRight = false;
},
/**
* Is this tile interesting?
*
* @method Phaser.Tile#isInteresting
* @param {boolean} collides - If true will check any collides value.
* @param {boolean} faces - If true will check any face value.
* @return {boolean} True if the Tile is interesting, otherwise false.
*/
isInteresting: function (collides, faces) {
if (collides && faces)
{
// Does this tile have any collide flags OR interesting face?
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.faceTop || this.faceBottom || this.faceLeft || this.faceRight || this.collisionCallback);
}
else if (collides)
{
// Does this tile collide?
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);
}
else if (faces)
{
// Does this tile have an interesting face?
return (this.faceTop || this.faceBottom || this.faceLeft || this.faceRight);
}
return false;
},
/**
* Copies the tile data and properties from the given tile to this tile.
*
* @method Phaser.Tile#copy
* @param {Phaser.Tile} tile - The tile to copy from.
*/
copy: function (tile) {
this.index = tile.index;
this.alpha = tile.alpha;
this.properties = tile.properties;
this.collideUp = tile.collideUp;
this.collideDown = tile.collideDown;
this.collideLeft = tile.collideLeft;
this.collideRight = tile.collideRight;
this.collisionCallback = tile.collisionCallback;
this.collisionCallbackContext = tile.collisionCallbackContext;
}
};
Phaser.Tile.prototype.constructor = Phaser.Tile;
/**
* @name Phaser.Tile#collides
* @property {boolean} collides - True if this tile can collide on any of its faces.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "collides", {
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get: function () {
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);
}
});
/**
* @name Phaser.Tile#canCollide
* @property {boolean} canCollide - True if this tile can collide on any of its faces or has a collision callback set.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "canCollide", {
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get: function () {
return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.collisionCallback);
}
});
/**
* @name Phaser.Tile#left
* @property {number} left - The x value in pixels.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "left", {
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get: function () {
return this.worldX;
}
});
/**
* @name Phaser.Tile#right
* @property {number} right - The sum of the x and width properties.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "right", {
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get: function () {
return this.worldX + this.width;
}
});
/**
* @name Phaser.Tile#top
* @property {number} top - The y value.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "top", {
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get: function () {
return this.worldY;
}
});
/**
* @name Phaser.Tile#bottom
* @property {number} bottom - The sum of the y and height properties.
* @readonly
*/
Object.defineProperty(Phaser.Tile.prototype, "bottom", {
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get: function () {
return this.worldY + this.height;
}
});