2017-11-11 16:38:52 +00:00
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var GameObjectCreator = require('../../scene/plugins/GameObjectCreator');
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2017-11-17 21:55:12 +00:00
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var ParseToTilemap = require('./ParseToTilemap');
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2017-11-11 16:38:52 +00:00
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// When registering a factory function 'this' refers to the GameObjectCreator context.
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2017-11-29 19:46:29 +00:00
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/**
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* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
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*
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* @param {object} [config] - The config options for the Tilemap.
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* @param {string} [config.key] - The key in the Phaser cache that corresponds to the loaded tilemap
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* data.
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* @param {array} [config.data] - Instead of loading from the cache, you can also load directly from
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* a 2D array of tile indexes.
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* @param {number} [config.tileWidth=32] - The width of a tile in pixels.
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* @param {number} [config.tileHeight=32] - The height of a tile in pixels.
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* @param {number} [config.width=10] - The width of the map in tiles.
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* @param {number} [config.height=10] - The height of the map in tiles.
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* @param {boolean} [config.insertNull=false] - Controls how empty tiles, tiles with an index of -1,
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* in the map data are handled. If `true`, empty locations will get a value of `null`. If `false`,
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* empty location will get a Tile object with an index of -1. If you've a large sparsely populated
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* map and the tile data doesn't need to change then setting this value to `true` will help with
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* memory consumption. However if your map is small or you need to update the tiles dynamically,
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* then leave the default value set.
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* @returns {Tilemap}
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*/
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2017-11-11 16:38:52 +00:00
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GameObjectCreator.register('tilemap', function (config)
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{
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2017-11-29 19:46:29 +00:00
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// Defaults are applied in ParseToTilemap
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2017-11-17 21:55:12 +00:00
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var c = config !== undefined ? config : {};
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2017-11-29 19:46:29 +00:00
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return ParseToTilemap(this.scene, c.key, c.tileWidth, c.tileHeight, c.width, c.height, c.data,
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c.insertNull);
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2017-11-11 16:38:52 +00:00
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});
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