2013-04-18 13:16:18 +00:00
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/// <reference path="../Game.ts" />
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/// <reference path="GameObject.ts" />
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2013-04-22 00:53:24 +00:00
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/// <reference path="../system/TilemapLayer.ts" />
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2013-04-25 00:55:56 +00:00
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/// <reference path="../system/Tile.ts" />
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2013-04-18 13:16:18 +00:00
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/**
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2013-04-18 15:49:08 +00:00
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* Phaser - Tilemap
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*
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* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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*/
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module Phaser {
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export class Tilemap extends GameObject {
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constructor(game: Game, key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0) {
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super(game);
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this.isGroup = false;
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this.tiles = [];
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this.layers = [];
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this.mapFormat = format;
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switch (format)
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{
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case Tilemap.FORMAT_CSV:
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this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
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break;
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case Tilemap.FORMAT_TILED_JSON:
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this.parseTiledJSON(game.cache.getText(mapData), key);
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break;
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}
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if (this.currentLayer && resizeWorld)
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{
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this._game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true);
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}
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}
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public static FORMAT_CSV: number = 0;
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public static FORMAT_TILED_JSON: number = 1;
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public tiles : Tile[];
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public layers : TilemapLayer[];
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public currentLayer: TilemapLayer;
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public collisionLayer: TilemapLayer;
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public mapFormat: number;
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public update() {
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}
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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if (this.cameraBlacklist.indexOf(camera.ID) == -1)
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{
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// Loop through the layers
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for (var i = 0; i < this.layers.length; i++)
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{
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this.layers[i].render(camera, cameraOffsetX, cameraOffsetY);
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}
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}
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}
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private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) {
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var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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for (var i = 0; i < rows.length; i++)
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{
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var column = rows[i].split(",");
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if (column.length > 0)
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{
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layer.addColumn(column);
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}
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}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.generateTiles(tileQuantity);
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console.log('generate layer csv');
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}
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private parseTiledJSON(data: string, key: string) {
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// Trim any rogue whitespace from the data
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data = data.trim();
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var json = JSON.parse(data);
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for (var i = 0; i < json.layers.length; i++)
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{
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var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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layer.alpha = json.layers[i].opacity;
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layer.visible = json.layers[i].visible;
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layer.tileMargin = json.tilesets[0].margin;
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layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
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var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
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if (c == 0)
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{
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
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{
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layer.addColumn(row);
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c = 0;
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}
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console.log('generate layer json');
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}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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}
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this.generateTiles(tileQuantity);
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}
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private generateTiles(qty:number) {
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for (var i = 0; i < qty; i++)
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{
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this.tiles.push(new Tile(this._game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
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}
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}
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public get widthInPixels(): number {
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return this.currentLayer.widthInPixels;
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}
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public get heightInPixels(): number {
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return this.currentLayer.heightInPixels;
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}
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// Tile Collision
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public setCollisionRange(start: number, end: number, collision?:number = Collision.ANY, resetCollisions: bool = false) {
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for (var i = start; i < end; i++)
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{
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this.tiles[i].setCollision(collision, resetCollisions);
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}
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}
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public setCollisionByIndex(values:number[], collision?:number = Collision.ANY, resetCollisions: bool = false) {
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for (var i = 0; i < values.length; i++)
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{
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this.tiles[values[i]].setCollision(collision, resetCollisions);
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}
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}
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// Tile Management
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public getTile(x: number, y: number, layer?: number = 0):Tile {
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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}
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public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile {
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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}
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public getTileFromInputXY(layer?: number = 0):Tile {
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return this.tiles[this.layers[layer].getTileFromWorldXY(this._game.input.worldX, this._game.input.worldY)];
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}
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public getTileOverlaps(object: GameObject) {
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return this.currentLayer.getTileOverlaps(object);
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}
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// COLLIDE
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public collide(objectOrGroup = null, callback = null): bool {
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if (objectOrGroup == null)
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{
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objectOrGroup = this._game.world.group;
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}
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// Group?
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if (objectOrGroup.isGroup == false)
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{
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return this.collideGameObject(objectOrGroup);
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}
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else
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{
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objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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}
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return true;
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}
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public collideGameObject(object: GameObject): bool {
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if (object == this) { return false; }
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if (object.immovable == false && object.exists == true && object.allowCollisions != Collision.NONE)
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{
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return this.collisionLayer.getTileOverlaps(object);
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}
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else
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{
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return false;
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}
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}
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// Set current layer
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// Set layer order?
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// Get block of tiles
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// Swap tiles around
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// Delete tiles of certain type
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// Erase tiles
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}
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}
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