2013-09-11 01:57:36 +00:00
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/**
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* Phaser - TilemapLayer
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*
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* A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
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*/
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/**
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* TilemapLayer constructor
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* Create a new <code>TilemapLayer</code>.
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*
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* @param parent {Tilemap} The tilemap that contains this layer.
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* @param id {number} The ID of this layer within the Tilemap array.
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* @param key {string} Asset key for this map.
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2013-09-12 03:24:01 +00:00
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* @param mapFormat {number} Format of this map data, available: Tilemap.CSV or Tilemap.JSON.
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2013-09-11 01:57:36 +00:00
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* @param name {string} Name of this layer, so you can get this layer by its name.
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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*/
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Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) {
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {bool}
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*/
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this.exists = true;
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/**
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* Controls whether draw() are automatically called.
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* @type {bool}
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*/
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this.visible = true;
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/**
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* How many tiles in each row.
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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this.widthInTiles = 0;
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/**
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* How many tiles in each column.
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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this.heightInTiles = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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this.widthInPixels = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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this.heightInPixels = 0;
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/**
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* Distance between REAL tiles to the tileset texture bound.
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* @type {number}
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*/
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this.tileMargin = 0;
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/**
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* Distance between every 2 neighbor tile in the tileset texture.
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* @type {number}
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*/
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this.tileSpacing = 0;
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2013-09-11 23:55:27 +00:00
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2013-09-11 01:57:36 +00:00
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this.parent = parent;
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this.game = parent.game;
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this.ID = id;
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this.name = name;
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2013-09-12 03:24:01 +00:00
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this.key = key;
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2013-09-11 23:55:27 +00:00
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2013-09-11 01:57:36 +00:00
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this.mapFormat = mapFormat;
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this.tileWidth = tileWidth;
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this.tileHeight = tileHeight;
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2013-09-11 23:55:27 +00:00
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2013-09-11 01:57:36 +00:00
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this.boundsInTiles = new Phaser.Rectangle();
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2013-09-12 03:24:01 +00:00
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var map = this.game.cache.getTilemap(key);
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this.tileset = map.data;
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2013-09-11 01:57:36 +00:00
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2013-09-12 03:24:01 +00:00
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this._alpha = 1;
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2013-09-12 01:18:23 +00:00
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this.canvas = null;
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this.context = null;
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this.baseTexture = null;
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this.texture = null;
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this.sprite = null;
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2013-09-11 01:57:36 +00:00
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this.mapData = [];
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this._tempTileBlock = [];
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};
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Phaser.TilemapLayer.prototype = {
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/**
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* Set a specific tile with its x and y in tiles.
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* @param x {number} X position of this tile in world coordinates.
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* @param y {number} Y position of this tile in world coordinates.
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* @param index {number} The index of this tile type in the core map data.
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*/
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putTileWorldXY: function (x, y, index) {
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x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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if (y >= 0 && y < this.mapData.length)
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{
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if (x >= 0 && x < this.mapData[y].length)
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{
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this.mapData[y][x] = index;
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}
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}
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},
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/**
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* Set a specific tile with its x and y in tiles.
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* @param x {number} X position of this tile.
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* @param y {number} Y position of this tile.
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* @param index {number} The index of this tile type in the core map data.
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*/
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putTile: function (x, y, index) {
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if (y >= 0 && y < this.mapData.length)
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{
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if (x >= 0 && x < this.mapData[y].length)
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{
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this.mapData[y][x] = index;
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}
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}
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},
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/**
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* Swap tiles with 2 kinds of indexes.
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* @param tileA {number} First tile index.
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* @param tileB {number} Second tile index.
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* @param [x] {number} specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
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* @param [y] {number} specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
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* @param [width] {number} specify a Rectangle of tiles to operate. The width in tiles.
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* @param [height] {number} specify a Rectangle of tiles to operate. The height in tiles.
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*/
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swapTile: function (tileA, tileB, x, y, width, height) {
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x = x || 0;
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y = y || 0;
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width = width || this.widthInTiles;
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height = height || this.heightInTiles;
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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// First sweep marking tileA as needing a new index
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if (this._tempTileBlock[r].tile.index == tileA)
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{
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this._tempTileBlock[r].newIndex = true;
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}
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// In the same pass we can swap tileB to tileA
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if (this._tempTileBlock[r].tile.index == tileB)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
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}
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}
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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// And now swap our newIndex tiles for tileB
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if (this._tempTileBlock[r].newIndex == true)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
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}
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}
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},
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/**
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* Fill a tile block with a specific tile index.
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* @param index {number} Index of tiles you want to fill with.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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*/
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fillTile: function (index, x, y, width, height) {
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x = x || 0;
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y = y || 0;
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width = width || this.widthInTiles;
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height = height || this.heightInTiles;
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
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}
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},
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/**
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* Set random tiles to a specific tile block.
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* @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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*/
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randomiseTiles: function (tiles, x, y, width, height) {
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x = x || 0;
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y = y || 0;
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width = width || this.widthInTiles;
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height = height || this.heightInTiles;
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
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}
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},
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/**
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* Replace one kind of tiles to another kind.
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* @param tileA {number} Index of tiles you want to replace.
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* @param tileB {number} Index of tiles you want to set.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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*/
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replaceTile: function (tileA, tileB, x, y, width, height) {
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x = x || 0;
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y = y || 0;
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width = width || this.widthInTiles;
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height = height || this.heightInTiles;
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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if (this._tempTileBlock[r].tile.index == tileA)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
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}
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}
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},
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/**
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* Get a tile block with specific position and size.(both are in tiles)
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* @param x {number} X position of block's left-top corner.
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* @param y {number} Y position of block's left-top corner.
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* @param width {number} Width of block.
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* @param height {number} Height of block.
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*/
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getTileBlock: function (x, y, width, height) {
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var output = [];
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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output.push({
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x: this._tempTileBlock[r].x,
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y: this._tempTileBlock[r].y,
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tile: this._tempTileBlock[r].tile
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});
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}
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return output;
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},
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/**
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* Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
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* @param x {number} X position of the point in target tile.
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* @param x {number} Y position of the point in target tile.
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*/
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getTileFromWorldXY: function (x, y) {
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x = Phaser.Math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = Phaser.Math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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return this.getTileIndex(x, y);
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},
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/**
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* Get tiles overlaps the given object.
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* @param object {GameObject} Tiles you want to get that overlaps this.
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* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
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*/
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getTileOverlaps: function (object) {
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// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
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2013-09-12 14:39:52 +00:00
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if (object.body.x < 0 || object.body.x > this.widthInPixels || object.body.y < 0 || object.body.bottom > this.heightInPixels)
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2013-09-11 01:57:36 +00:00
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{
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return;
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}
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// What tiles do we need to check against?
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2013-09-12 14:39:52 +00:00
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this._tempTileX = this.game.math.snapToFloor(object.body.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this.game.math.snapToFloor(object.body.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this.game.math.snapToCeil(object.body.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this.game.math.snapToCeil(object.body.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
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2013-09-11 01:57:36 +00:00
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// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
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this._tempBlockResults = [];
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this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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2013-09-12 14:39:52 +00:00
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// separateTile: function (object, x, y, width, height, mass, collideLeft, collideRight, collideUp, collideDown, separateX, separateY)
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if (this.game.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY))
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{
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this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
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}
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2013-09-11 01:57:36 +00:00
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}
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return this._tempBlockResults;
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},
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/**
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* Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock)
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* @param x {number} X position of block's left-top corner.
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* @param y {number} Y position of block's left-top corner.
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* @param width {number} Width of block.
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* @param height {number} Height of block.
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* @param collisionOnly {bool} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
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*/
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getTempBlock: function (x, y, width, height, collisionOnly) {
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if (typeof collisionOnly === "undefined") { collisionOnly = false; }
|
|
|
|
|
|
|
|
if (x < 0)
|
|
|
|
{
|
|
|
|
x = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (y < 0)
|
|
|
|
{
|
|
|
|
y = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (width > this.widthInTiles)
|
|
|
|
{
|
|
|
|
width = this.widthInTiles;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (height > this.heightInTiles)
|
|
|
|
{
|
|
|
|
height = this.heightInTiles;
|
|
|
|
}
|
|
|
|
|
|
|
|
this._tempTileBlock = [];
|
|
|
|
|
|
|
|
for (var ty = y; ty < y + height; ty++)
|
|
|
|
{
|
|
|
|
for (var tx = x; tx < x + width; tx++)
|
|
|
|
{
|
|
|
|
if (collisionOnly)
|
|
|
|
{
|
|
|
|
// We only want to consider the tile for checking if you can actually collide with it
|
2013-09-12 14:39:52 +00:00
|
|
|
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].collideNone == false)
|
2013-09-11 01:57:36 +00:00
|
|
|
{
|
|
|
|
this._tempTileBlock.push({
|
|
|
|
x: tx,
|
|
|
|
y: ty,
|
|
|
|
tile: this.parent.tiles[this.mapData[ty][tx]]
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (this.mapData[ty] && this.mapData[ty][tx])
|
|
|
|
{
|
|
|
|
this._tempTileBlock.push({
|
|
|
|
x: tx,
|
|
|
|
y: ty,
|
|
|
|
tile: this.parent.tiles[this.mapData[ty][tx]]
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the tile index of specific position (in tiles).
|
|
|
|
* @param x {number} X position of the tile.
|
|
|
|
* @param y {number} Y position of the tile.
|
|
|
|
* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
|
|
|
|
*/
|
|
|
|
getTileIndex: function (x, y) {
|
|
|
|
|
|
|
|
if (y >= 0 && y < this.mapData.length)
|
|
|
|
{
|
|
|
|
if (x >= 0 && x < this.mapData[y].length)
|
|
|
|
{
|
|
|
|
return this.mapData[y][x];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a column of tiles into the layer.
|
|
|
|
* @param column {string[]/number[]} An array of tile indexes to be added.
|
|
|
|
*/
|
|
|
|
addColumn: function (column) {
|
|
|
|
|
|
|
|
var data = [];
|
|
|
|
|
|
|
|
for (var c = 0; c < column.length; c++)
|
|
|
|
{
|
|
|
|
data[c] = parseInt(column[c]);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.widthInTiles == 0)
|
|
|
|
{
|
|
|
|
this.widthInTiles = data.length;
|
|
|
|
this.widthInPixels = this.widthInTiles * this.tileWidth;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.mapData.push(data);
|
|
|
|
|
|
|
|
this.heightInTiles++;
|
|
|
|
this.heightInPixels += this.tileHeight;
|
|
|
|
|
2013-09-12 01:18:23 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
createCanvas: function () {
|
|
|
|
|
|
|
|
var width = this.game.width;
|
|
|
|
var height = this.game.height;
|
|
|
|
|
|
|
|
if (this.widthInPixels < width)
|
|
|
|
{
|
|
|
|
width = this.widthInPixels;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.heightInPixels < height)
|
|
|
|
{
|
|
|
|
height = this.heightInPixels;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.canvas = Phaser.Canvas.create(width, height);
|
|
|
|
this.context = this.canvas.getContext('2d');
|
|
|
|
|
|
|
|
this.baseTexture = new PIXI.BaseTexture(this.canvas);
|
|
|
|
this.texture = new PIXI.Texture(this.baseTexture);
|
|
|
|
this.sprite = new PIXI.Sprite(this.texture);
|
|
|
|
|
2013-09-12 03:24:01 +00:00
|
|
|
this.parent.addChild(this.sprite);
|
2013-09-12 01:18:23 +00:00
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Update boundsInTiles with widthInTiles and heightInTiles.
|
|
|
|
*/
|
|
|
|
updateBounds: function () {
|
|
|
|
|
|
|
|
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Parse tile offsets from map data.
|
2013-09-12 01:18:23 +00:00
|
|
|
* Basically this creates a large array of objects that contain the x/y coordinates to grab each tile from
|
|
|
|
* for the entire map. Yes we could calculate this at run-time by using the tile index and some math, but we're
|
|
|
|
* trading a quite small bit of memory here to not have to process that in our main render loop.
|
2013-09-11 01:57:36 +00:00
|
|
|
* @return {number} length of tileOffsets array.
|
|
|
|
*/
|
|
|
|
parseTileOffsets: function () {
|
|
|
|
|
|
|
|
this.tileOffsets = [];
|
|
|
|
|
|
|
|
var i = 0;
|
|
|
|
|
2013-09-12 03:24:01 +00:00
|
|
|
if (this.mapFormat == Phaser.Tilemap.JSON)
|
2013-09-11 01:57:36 +00:00
|
|
|
{
|
|
|
|
// For some reason Tiled counts from 1 not 0
|
|
|
|
this.tileOffsets[0] = null;
|
|
|
|
i = 1;
|
|
|
|
}
|
|
|
|
|
2013-09-11 23:55:27 +00:00
|
|
|
for (var ty = this.tileMargin; ty < this.tileset.height; ty += (this.tileHeight + this.tileSpacing))
|
2013-09-11 01:57:36 +00:00
|
|
|
{
|
2013-09-11 23:55:27 +00:00
|
|
|
for (var tx = this.tileMargin; tx < this.tileset.width; tx += (this.tileWidth + this.tileSpacing))
|
2013-09-11 01:57:36 +00:00
|
|
|
{
|
|
|
|
this.tileOffsets[i] = {
|
|
|
|
x: tx,
|
|
|
|
y: ty
|
|
|
|
};
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return this.tileOffsets.length;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
2013-09-12 03:24:01 +00:00
|
|
|
|
|
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, 'alpha', {
|
|
|
|
|
|
|
|
get: function() {
|
|
|
|
return this._alpha;
|
|
|
|
},
|
|
|
|
|
|
|
|
set: function(value) {
|
|
|
|
|
|
|
|
if (this.sprite)
|
|
|
|
{
|
|
|
|
this.sprite.alpha = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
this._alpha = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|