phaser/src/tilemaps/TilemapLayer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../utils/Class');
var Components = require('../gameobjects/components');
var GameObject = require('../gameobjects/GameObject');
var TilemapComponents = require('./components');
var TilemapLayerRender = require('./TilemapLayerRender');
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/**
* @classdesc
* A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination
* with one, or more, Tilesets.
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*
* @class TilemapLayer
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.Tilemaps
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* @constructor
* @since 3.50.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.ComputedSize
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* @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.ScrollFactor
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* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
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*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
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* @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of.
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* @param {number} layerIndex - The index of the LayerData associated with this layer.
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
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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 TilemapLayer = new Class({
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Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.ComputedSize,
Components.Depth,
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Components.Flip,
Components.GetBounds,
Components.Origin,
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Components.Pipeline,
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Components.Transform,
Components.Visible,
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Components.ScrollFactor,
TilemapLayerRender
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],
initialize:
function TilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
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{
GameObject.call(this, scene, 'TilemapLayer');
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/**
* Used internally by physics system to perform fast type checks.
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*
* @name Phaser.Tilemaps.TilemapLayer#isTilemap
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* @type {boolean}
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* @readonly
* @since 3.50.0
*/
this.isTilemap = true;
/**
* The Tilemap that this layer is a part of.
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*
* @name Phaser.Tilemaps.TilemapLayer#tilemap
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* @type {Phaser.Tilemaps.Tilemap}
* @since 3.50.0
*/
this.tilemap = tilemap;
/**
* The index of the LayerData associated with this layer.
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*
* @name Phaser.Tilemaps.TilemapLayer#layerIndex
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* @type {number}
* @since 3.50.0
*/
this.layerIndex = layerIndex;
/**
* The LayerData associated with this layer. LayerData can only be associated with one
* tilemap layer.
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*
* @name Phaser.Tilemaps.TilemapLayer#layer
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* @type {Phaser.Tilemaps.LayerData}
* @since 3.50.0
*/
this.layer = tilemap.layers[layerIndex];
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// Link the LayerData with this static tilemap layer
this.layer.tilemapLayer = this;
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/**
* An array of `Tileset` objects associated with this layer.
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*
* @name Phaser.Tilemaps.TilemapLayer#tileset
* @type {Phaser.Tilemaps.Tileset[]}
* @since 3.50.0
*/
this.tileset = [];
/**
* The total number of tiles drawn by the renderer in the last frame.
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*
* @name Phaser.Tilemaps.TilemapLayer#tilesDrawn
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* @type {number}
* @readonly
* @since 3.50.0
*/
this.tilesDrawn = 0;
/**
* The total number of tiles in this layer. Updated every frame.
*
* @name Phaser.Tilemaps.TilemapLayer#tilesTotal
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* @type {number}
* @readonly
* @since 3.50.0
*/
this.tilesTotal = this.layer.width * this.layer.height;
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/**
* Used internally during rendering. This holds the tiles that are visible within the Camera.
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*
* @name Phaser.Tilemaps.TilemapLayer#culledTiles
* @type {Phaser.Tilemaps.Tile[]}
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* @since 3.50.0
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*/
this.culledTiles = [];
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/**
* You can control if the camera should cull tiles on this layer before rendering them or not.
*
* By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
*
* However, there are some instances when you may wish to disable this, and toggling this flag allows
* you to do so. Also see `setSkipCull` for a chainable method that does the same thing.
*
* @name Phaser.Tilemaps.TilemapLayer#skipCull
* @type {boolean}
* @since 3.50.0
*/
this.skipCull = false;
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/**
* The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.
*
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* See the method `setCullPadding` for more details.
*
* @name Phaser.Tilemaps.TilemapLayer#cullPaddingX
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* @type {number}
* @default 1
* @since 3.50.0
*/
this.cullPaddingX = 1;
/**
* The amount of extra tiles to add into the cull rectangle when calculating its vertical size.
*
* See the method `setCullPadding` for more details.
*
* @name Phaser.Tilemaps.TilemapLayer#cullPaddingY
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* @type {number}
* @default 1
* @since 3.50.0
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*/
this.cullPaddingY = 1;
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/**
* The callback that is invoked when the tiles are culled.
*
* It will call a different function based on the map orientation:
*
* Orthogonal (the default) is `TilemapComponents.CullTiles`
* Isometric is `TilemapComponents.IsometricCullTiles`
* Hexagonal is `TilemapComponents.HexagonalCullTiles`
* Staggered is `TilemapComponents.StaggeredCullTiles`
*
* However, you can override this to call any function you like.
*
* It will be sent 4 arguments:
*
* 1. The Phaser.Tilemaps.LayerData object for this Layer
* 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
* 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
* 4. The Render Order constant.
*
* See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system.
*
* @name Phaser.Tilemaps.TilemapLayer#cullCallback
* @type {function}
* @since 3.50.0
*/
this.cullCallback = TilemapComponents.GetCullTilesFunction(this.layer.orientation);
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/**
* The rendering (draw) order of the tiles in this layer.
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*
* The default is 0 which is 'right-down', meaning it will draw the tiles starting from the top-left,
* drawing to the right and then moving down to the next row.
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*
* The draw orders are:
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*
* 0 = right-down
* 1 = left-down
* 2 = right-up
* 3 = left-up
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*
* This can be changed via the `setRenderOrder` method.
*
* @name Phaser.Tilemaps.TilemapLayer#_renderOrder
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* @type {number}
* @default 0
* @private
* @since 3.50.0
*/
this._renderOrder = 0;
/**
* An array holding the mapping between the tile indexes and the tileset they belong to.
*
* @name Phaser.Tilemaps.TilemapLayer#gidMap
* @type {Phaser.Tilemaps.Tileset[]}
* @since 3.50.0
*/
this.gidMap = [];
this.setTilesets(tileset);
this.setAlpha(this.layer.alpha);
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this.setPosition(x, y);
this.setOrigin();
this.setSize(tilemap.tileWidth * this.layer.width, tilemap.tileHeight * this.layer.height);
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this.initPipeline();
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},
/**
* Populates the internal `tileset` array with the Tileset references this Layer requires for rendering.
*
* @method Phaser.Tilemaps.TilemapLayer#setTilesets
* @private
* @since 3.50.0
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*
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
*/
setTilesets: function (tilesets)
{
var gidMap = [];
var setList = [];
var map = this.tilemap;
if (!Array.isArray(tilesets))
{
tilesets = [ tilesets ];
}
for (var i = 0; i < tilesets.length; i++)
{
var tileset = tilesets[i];
if (typeof tileset === 'string')
{
tileset = map.getTileset(tileset);
}
if (tileset)
{
setList.push(tileset);
var s = tileset.firstgid;
for (var t = 0; t < tileset.total; t++)
{
gidMap[s + t] = tileset;
}
}
}
this.gidMap = gidMap;
this.tileset = setList;
},
/**
* Sets the rendering (draw) order of the tiles in this layer.
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*
* The default is 'right-down', meaning it will order the tiles starting from the top-left,
* drawing to the right and then moving down to the next row.
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*
* The draw orders are:
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*
* 0 = right-down
* 1 = left-down
* 2 = right-up
* 3 = left-up
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*
* Setting the render order does not change the tiles or how they are stored in the layer,
* it purely impacts the order in which they are rendered.
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*
* You can provide either an integer (0 to 3), or the string version of the order.
*
* @method Phaser.Tilemaps.TilemapLayer#setRenderOrder
* @since 3.50.0
*
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* @param {(number|string)} renderOrder - The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.
*
* @return {this} This Tilemap Layer object.
*/
setRenderOrder: function (renderOrder)
{
var orders = [ 'right-down', 'left-down', 'right-up', 'left-up' ];
if (typeof renderOrder === 'string')
{
renderOrder = orders.indexOf(renderOrder);
}
if (renderOrder >= 0 && renderOrder < 4)
{
this._renderOrder = renderOrder;
}
return this;
},
/**
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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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*
* @method Phaser.Tilemaps.TilemapLayer#calculateFacesAt
* @since 3.50.0
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*
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* @param {number} tileX - The x coordinate.
* @param {number} tileY - The y coordinate.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#calculateFacesWithin
* @since 3.50.0
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*
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#createFromTiles
* @since 3.50.0
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*
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* @param {(number|array)} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {(number|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.
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* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e.
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* 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] - 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 during rendering.
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*
* @method Phaser.Tilemaps.TilemapLayer#cull
* @since 3.50.0
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*
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* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects to render.
*/
cull: function (camera)
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{
return this.cullCallback(this.layer, camera, this.culledTiles, this._renderOrder);
},
/**
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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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*
* @method Phaser.Tilemaps.TilemapLayer#copy
* @since 3.50.0
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*
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* @param {number} srcTileX - The x coordinate of the area to copy from, in tiles, not pixels.
* @param {number} srcTileY - The y coordinate of the area to copy from, in tiles, not pixels.
* @param {number} width - The width of the area to copy, in tiles, not pixels.
* @param {number} height - The height of the area to copy, in tiles, not pixels.
* @param {number} destTileX - The x coordinate of the area to copy to, in tiles, not pixels.
* @param {number} destTileY - The y coordinate of the area to copy to, in tiles, not pixels.
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* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
*
* @return {this} 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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* 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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*
* @method Phaser.Tilemaps.TilemapLayer#fill
* @since 3.50.0
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*
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* @param {number} index - The tile index to fill the area with.
* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#filterTiles
* @since 3.50.0
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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.
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
*
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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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*
* @method Phaser.Tilemaps.TilemapLayer#findByIndex
* @since 3.50.0
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*
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* @param {number} index - The tile index value to search for.
* @param {number} [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.
*
* @return {Phaser.Tilemaps.Tile} The first matching 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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*
* @method Phaser.Tilemaps.TilemapLayer#findTile
* @since 3.50.0
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*
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* @param {FindTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
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* @param {object} [context] - The context under which the callback should be run.
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
*
* @return {?Phaser.Tilemaps.Tile} The first Tile found at the given location.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#forEachTile
* @since 3.50.0
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*
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* @param {EachTileCallback} 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, or scope, under which the callback should be run.
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#getTileAt
* @since 3.50.0
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*
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* @param {number} tileX - X position to get the tile from (given in tile units, not pixels).
* @param {number} tileY - Y position to get the tile from (given in tile units, not pixels).
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* @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile object with an index of -1.
*
* @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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*
* @method Phaser.Tilemaps.TilemapLayer#getTileAtWorldXY
* @since 3.50.0
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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)
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* @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] - The Camera to use when calculating the tile index from the world values.
*
* @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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*
* @method Phaser.Tilemaps.TilemapLayer#getTilesWithin
* @since 3.50.0
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*
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects found within the area.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#getTilesWithinShape
* @since 3.50.0
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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 {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects found within the shape.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#getTilesWithinWorldXY
* @since 3.50.0
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*
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* @param {number} worldX - The world x coordinate for the top-left of the area.
* @param {number} worldY - The world y coordinate for the top-left of the area.
* @param {number} width - The width of the area.
* @param {number} height - The height of the area.
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* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects found within the area.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#hasTileAt
* @since 3.50.0
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*
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* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
*
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* @return {boolean} `true` if a tile was found at the given location, otherwise `false`.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#hasTileAtWorldXY
* @since 3.50.0
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*
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* @param {number} worldX - The x coordinate, in pixels.
* @param {number} worldY - The y coordinate, in pixels.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return.
*
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* @return {boolean} `true` if a tile was found at the given location, otherwise `false`.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#putTileAt
* @since 3.50.0
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*
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* @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
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* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
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* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
*
* @return {Phaser.Tilemaps.Tile} The Tile object that was inserted at the given coordinates.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#putTileAtWorldXY
* @since 3.50.0
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*
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* @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object.
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* @param {number} worldX - The x coordinate, in pixels.
* @param {number} worldY - The y coordinate, in pixels.
* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {Phaser.Tilemaps.Tile} The Tile object that was inserted at the given coordinates.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#putTilesAt
* @since 3.50.0
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*
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* @param {(number[]|number[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles or tile indexes to place.
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* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
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* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#randomize
* @since 3.50.0
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*
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {number[]} [indexes] - An array of indexes to randomly draw from during randomization.
*
* @return {this} 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;
},
/**
* Removes the tile at the given tile coordinates in the specified layer and updates the layers
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* collision information.
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*
* @method Phaser.Tilemaps.TilemapLayer#removeTileAt
* @since 3.50.0
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*
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* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
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* @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] - `true` if the faces data should be recalculated.
*
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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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},
/**
* Removes the tile at the given world coordinates in the specified layer and updates the layers
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* collision information.
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*
* @method Phaser.Tilemaps.TilemapLayer#removeTileAtWorldXY
* @since 3.50.0
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*
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* @param {number} worldX - The x coordinate, in pixels.
* @param {number} worldY - The y coordinate, in pixels.
* @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] - `true` if the faces data should be recalculated.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {Phaser.Tilemaps.Tile} The Tile object that was removed from the given location.
*/
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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*
* @method Phaser.Tilemaps.TilemapLayer#renderDebug
* @since 3.50.0
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*
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* @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
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* @param {Phaser.Types.Tilemaps.StyleConfig} styleConfig - An object specifying the colors to use for the debug drawing.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#replaceByIndex
* @since 3.50.0
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*
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* @param {number} findIndex - The index of the tile to search for.
* @param {number} newIndex - The index of the tile to replace it with.
* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
*
* @return {this} 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;
},
/**
* You can control if the Cameras should cull tiles before rendering them or not.
*
* By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
*
* However, there are some instances when you may wish to disable this.
*
* @method Phaser.Tilemaps.TilemapLayer#setSkipCull
* @since 3.50.0
*
* @param {boolean} [value=true] - Set to `true` to stop culling tiles. Set to `false` to enable culling again.
*
* @return {this} This Tilemap Layer object.
*/
setSkipCull: function (value)
{
if (value === undefined) { value = true; }
this.skipCull = value;
return this;
},
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/**
* When a Camera culls the tiles in this layer it does so using its view into the world, building up a
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* rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size
* of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so
* by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px
* and you set `paddingX` to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)
*
* @method Phaser.Tilemaps.TilemapLayer#setCullPadding
* @since 3.50.0
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*
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* @param {number} [paddingX=1] - The amount of extra horizontal tiles to add to the cull check padding.
* @param {number} [paddingY=1] - The amount of extra vertical tiles to add to the cull check padding.
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*
* @return {this} This Tilemap Layer object.
*/
setCullPadding: function (paddingX, paddingY)
{
if (paddingX === undefined) { paddingX = 1; }
if (paddingY === undefined) { paddingY = 1; }
this.cullPaddingX = paddingX;
this.cullPaddingY = paddingY;
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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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*
* @method Phaser.Tilemaps.TilemapLayer#setCollision
* @since 3.50.0
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*
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* @param {(number|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.
* @param {boolean} [updateLayer=true] - If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost.
*
* @return {this} This Tilemap Layer object.
*/
setCollision: function (indexes, collides, recalculateFaces, updateLayer)
{
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer, updateLayer);
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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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*
* @method Phaser.Tilemaps.TilemapLayer#setCollisionBetween
* @since 3.50.0
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*
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* @param {number} start - The first index of the tile to be set for collision.
* @param {number} stop - The last index of the tile to be set for collision.
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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.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#setCollisionByProperty
* @since 3.50.0
*
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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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*
* @return {this} 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). Tile indexes not currently in the layer are not affected.
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*
* @method Phaser.Tilemaps.TilemapLayer#setCollisionByExclusion
* @since 3.50.0
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*
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* @param {number[]} indexes - An array of the tile indexes to not be counted for collision.
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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.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#setCollisionFromCollisionGroup
* @since 3.50.0
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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.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#setTileIndexCallback
* @since 3.50.0
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*
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* @param {(number|number[])} indexes - Either a single tile index, or an array of tile indexes to have a collision callback set for.
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* @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.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#setTileLocationCallback
* @since 3.50.0
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*
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @param {function} [callback] - The callback that will be invoked when the tile is collided with.
* @param {object} [callbackContext] - The context, or scope, under which the callback is invoked.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#shuffle
* @since 3.50.0
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*
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#swapByIndex
* @since 3.50.0
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*
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* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#tileToWorldX
* @since 3.50.0
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*
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* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {number} The Tile X coordinate converted to pixels.
*/
tileToWorldX: function (tileX, camera)
{
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return this.tilemap.tileToWorldX(tileX, camera, this);
},
/**
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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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*
* @method Phaser.Tilemaps.TilemapLayer#tileToWorldY
* @since 3.50.0
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*
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* @param {number} tileY - The y coordinate, in tiles, not pixels.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {number} The Tile Y coordinate converted to pixels.
*/
tileToWorldY: function (tileY, camera)
{
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return this.tilemap.tileToWorldY(tileY, camera, this);
},
/**
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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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*
* @method Phaser.Tilemaps.TilemapLayer#tileToWorldXY
* @since 3.50.0
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*
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* @param {number} tileX - The x coordinate, in tiles, not pixels.
* @param {number} tileY - The y coordinate, in tiles, not pixels.
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* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {Phaser.Math.Vector2} A Vector2 containing the world coordinates of the Tile.
*/
tileToWorldXY: function (tileX, tileY, point, camera)
{
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return this.tilemap.tileToWorldXY(tileX, tileY, point, camera, this);
},
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/**
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* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
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* specified layer. Each tile will receive a new index. New indexes are drawn from the given
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* 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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*
* @method Phaser.Tilemaps.TilemapLayer#weightedRandomize
* @since 3.50.0
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*
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* @param {number} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {number} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {number} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
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* @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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*
* @return {this} 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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*
* @method Phaser.Tilemaps.TilemapLayer#worldToTileX
* @since 3.50.0
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*
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* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {number} The tile X coordinate based on the world value.
*/
worldToTileX: function (worldX, snapToFloor, camera)
{
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return this.tilemap.worldToTileX(worldX, snapToFloor, camera, this);
},
/**
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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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*
* @method Phaser.Tilemaps.TilemapLayer#worldToTileY
* @since 3.50.0
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*
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* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {number} The tile Y coordinate based on the world value.
*/
worldToTileY: function (worldY, snapToFloor, camera)
{
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return this.tilemap.worldToTileY(worldY, snapToFloor, camera, this);
},
/**
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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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*
* @method Phaser.Tilemaps.TilemapLayer#worldToTileXY
* @since 3.50.0
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*
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* @param {number} worldX - The x coordinate to be converted, in pixels, not tiles.
* @param {number} worldY - The y coordinate to be converted, in pixels, not tiles.
* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {Phaser.Math.Vector2} A Vector2 containing the tile coordinates of the world values.
*/
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
{
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return this.tilemap.worldToTileXY(worldX, worldY, snapToFloor, point, camera, this);
},
/**
* Destroys this TilemapLayer and removes its link to the associated LayerData.
*
* @method Phaser.Tilemaps.TilemapLayer#destroy
* @since 3.50.0
*
* @param {boolean} [removeFromTilemap=true] - Remove this layer from the parent Tilemap?
*/
destroy: function (removeFromTilemap)
{
if (removeFromTilemap === undefined) { removeFromTilemap = true; }
if (!this.tilemap)
{
// Abort, we've already been destroyed
return;
}
// Uninstall this layer only if it is still installed on the LayerData object
if (this.layer.tilemapLayer === this)
{
this.layer.tilemapLayer = undefined;
}
if (removeFromTilemap)
{
this.tilemap.removeLayer(this);
}
this.tilemap = undefined;
this.layer = undefined;
this.culledTiles.length = 0;
this.cullCallback = null;
this.gidMap = [];
this.tileset = [];
GameObject.prototype.destroy.call(this);
}
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});
module.exports = TilemapLayer;