2013-09-11 01:57:36 +00:00
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2013-10-11 03:42:11 +00:00
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Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData, tileset) {
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2013-09-11 01:57:36 +00:00
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Phaser.Game} game - Description.
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*/
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2013-10-11 03:42:11 +00:00
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this.game = game;
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Description} canvas - Description.
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* @default
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*/
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2013-10-11 03:42:11 +00:00
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this.canvas = Phaser.Canvas.create(renderWidth, renderHeight);
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Description} context - Description.
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* @default
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*/
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2013-10-11 03:42:11 +00:00
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this.context = this.canvas.getContext('2d');
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Description} baseTexture - Description.
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* @default
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*/
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2013-10-11 03:42:11 +00:00
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Description} texture - Description.
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* @default
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*/
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2013-10-11 03:42:11 +00:00
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this.texture = new PIXI.Texture(this.baseTexture);
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2013-10-01 12:54:29 +00:00
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2013-10-11 17:18:27 +00:00
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this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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2013-10-01 12:54:29 +00:00
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/**
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* @property {Description} sprite - Description.
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* @default
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*/
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2013-10-11 17:18:27 +00:00
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this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
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2013-10-11 03:42:11 +00:00
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/**
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* @property {Description} tileset - Description.
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*/
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2013-10-11 05:30:28 +00:00
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this.tileset = null;
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this.tileWidth = 0;
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this.tileHeight = 0;
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2013-10-11 03:42:11 +00:00
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2013-10-11 19:02:12 +00:00
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @property {number} widthInPixels
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* @default
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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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* @property {number} heightInPixels
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* @default
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*/
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this.heightInPixels = 0;
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2013-10-11 03:42:11 +00:00
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this.renderWidth = renderWidth;
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this.renderHeight = renderHeight;
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2013-09-11 01:57:36 +00:00
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2013-10-11 05:30:28 +00:00
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/**
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* @property {number} _ga - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ga = 1;
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/**
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* @property {number} _dx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dx = 0;
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/**
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* @property {number} _dy - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dy = 0;
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/**
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* @property {number} _dw - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dw = 0;
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/**
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* @property {number} _dh - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dh = 0;
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/**
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* @property {number} _tx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tx = 0;
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/**
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* @property {number} _ty - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ty = 0;
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/**
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* @property {number} _tl - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tl = 0;
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/**
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* @property {number} _maxX - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._maxX = 0;
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/**
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* @property {number} _maxY - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._maxY = 0;
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/**
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* @property {number} _startX - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._startX = 0;
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/**
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* @property {number} _startY - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._startY = 0;
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2013-10-11 17:18:27 +00:00
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this.tilemap;
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this.layer;
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this._x = 0;
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this._y = 0;
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this._prevX = 0;
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this._prevY = 0;
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this.dirty = true;
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2013-09-11 01:57:36 +00:00
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};
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Phaser.TilemapLayer.prototype = {
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2013-10-11 17:18:27 +00:00
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updateMapData: function (tilemap, layerID) {
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2013-09-11 01:57:36 +00:00
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2013-10-11 17:18:27 +00:00
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layerID];
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2013-10-11 03:42:11 +00:00
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2013-10-11 19:02:12 +00:00
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this.updateMax();
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2013-09-11 01:57:36 +00:00
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},
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2013-10-11 05:30:28 +00:00
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updateTileset: function (tileset) {
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this.tileset = this.game.cache.getTileset(tileset);
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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2013-10-11 19:02:12 +00:00
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this.updateMax();
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2013-10-11 05:30:28 +00:00
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},
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2013-10-11 19:02:12 +00:00
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updateMax: function () {
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2013-10-11 05:30:28 +00:00
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2013-10-11 19:02:12 +00:00
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this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
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this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
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2013-10-11 05:30:28 +00:00
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2013-10-11 19:02:12 +00:00
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if (this.layer)
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{
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if (this._maxX > this.layer.width)
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{
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this._maxX = this.layer.width;
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}
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2013-10-11 05:30:28 +00:00
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2013-10-11 19:02:12 +00:00
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if (this._maxY > this.layer.height)
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{
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this._maxY = this.layer.height;
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}
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2013-10-11 05:30:28 +00:00
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2013-10-11 19:02:12 +00:00
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this.widthInPixels = this.layer.width * this.tileWidth;
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this.heightInPixels = this.layer.height * this.tileHeight;
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2013-10-11 05:30:28 +00:00
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}
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2013-10-11 19:02:12 +00:00
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},
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2013-10-11 05:30:28 +00:00
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2013-10-11 19:02:12 +00:00
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render: function () {
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2013-10-11 05:30:28 +00:00
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2013-10-11 19:02:12 +00:00
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if (this.visible == false || this.dirty == false)
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2013-10-11 05:30:28 +00:00
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{
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2013-10-11 19:02:12 +00:00
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return;
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2013-10-11 05:30:28 +00:00
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}
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2013-10-13 00:29:57 +00:00
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this._prevX = this._dx;
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this._prevY = this._dy;
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2013-10-11 17:18:27 +00:00
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this._dx = -(this._x - (this._startX * this.tileWidth));
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this._dy = -(this._y - (this._startY * this.tileHeight));
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2013-10-11 05:30:28 +00:00
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this._tx = this._dx;
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this._ty = this._dy;
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2013-10-13 00:29:57 +00:00
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// First let's just copy over the whole canvas, offset by the scroll difference
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// Then we only need fill in the missing strip/s (could be top/bottom/left/right I guess)
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// ScrollZone code might be useful here.
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2013-10-11 05:30:28 +00:00
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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2013-10-11 17:18:27 +00:00
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for (var y = this._startY; y < this._startY + this._maxY; y++)
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2013-10-11 05:30:28 +00:00
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{
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2013-10-11 17:18:27 +00:00
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this._column = this.layer.data[y];
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2013-10-11 05:30:28 +00:00
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2013-10-11 17:18:27 +00:00
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for (var x = this._startX; x < this._startX + this._maxX; x++)
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2013-10-11 05:30:28 +00:00
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{
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2013-10-11 17:18:27 +00:00
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// only -1 on TILED maps, not CSV
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var tile = this.tileset.tiles[this._column[x]-1];
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// if (this.tileset.checkTileIndex(tile))
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// {
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2013-10-11 05:30:28 +00:00
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this.context.drawImage(
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this.tileset.image,
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2013-10-11 17:18:27 +00:00
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tile.x,
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tile.y,
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2013-10-11 05:30:28 +00:00
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this.tileWidth,
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this.tileHeight,
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this._tx,
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this._ty,
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this.tileWidth,
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this.tileHeight
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);
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2013-10-11 17:18:27 +00:00
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// }
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2013-10-11 05:30:28 +00:00
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this._tx += this.tileWidth;
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}
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this._tx = this._dx;
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this._ty += this.tileHeight;
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}
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// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
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if (this.game.renderType == Phaser.WEBGL)
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{
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PIXI.texturesToUpdate.push(this.baseTexture);
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}
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2013-10-11 17:18:27 +00:00
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this.dirty = false;
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2013-10-11 05:30:28 +00:00
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return true;
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2013-10-11 17:18:27 +00:00
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}
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};
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2013-10-11 05:30:28 +00:00
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2013-10-11 17:18:27 +00:00
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Phaser.TilemapLayer.prototype.deltaAbsX = function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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}
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2013-10-11 05:30:28 +00:00
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2013-10-11 17:18:27 +00:00
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Phaser.TilemapLayer.prototype.deltaAbsY = function () {
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return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
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}
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2013-09-11 01:57:36 +00:00
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2013-10-11 17:18:27 +00:00
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Phaser.TilemapLayer.prototype.deltaX = function () {
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2013-10-13 00:29:57 +00:00
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return this._dx - this._prevX;
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2013-10-11 17:18:27 +00:00
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}
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2013-09-11 01:57:36 +00:00
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2013-10-11 17:18:27 +00:00
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Phaser.TilemapLayer.prototype.deltaY = function () {
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2013-10-13 00:29:57 +00:00
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return this._dy - this._prevY;
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2013-10-11 17:18:27 +00:00
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}
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2013-09-11 01:57:36 +00:00
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2013-10-11 17:18:27 +00:00
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Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
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get: function () {
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return this._x;
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},
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2013-09-11 01:57:36 +00:00
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2013-10-11 17:18:27 +00:00
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set: function (value) {
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2013-10-11 19:02:12 +00:00
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if (value !== this._x && value >= 0)
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2013-10-11 17:18:27 +00:00
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{
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this._x = value;
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2013-10-11 19:02:12 +00:00
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if (this._x > (this.widthInPixels - this.renderWidth))
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{
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this._x = this.widthInPixels - this.renderWidth;
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}
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this._startX = this.game.math.floor(this._x / this.tileWidth);
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startX + this._maxX > this.layer.width)
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{
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this._startX = this.layer.width - this._maxX;
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}
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2013-10-11 17:18:27 +00:00
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this.dirty = true;
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}
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2013-09-11 01:57:36 +00:00
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}
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2013-10-11 17:18:27 +00:00
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});
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Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
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get: function () {
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return this._y;
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},
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set: function (value) {
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2013-10-11 19:02:12 +00:00
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if (value !== this._y && value >= 0)
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2013-10-11 17:18:27 +00:00
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{
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this._y = value;
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2013-10-11 19:02:12 +00:00
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if (this._y > (this.heightInPixels - this.renderHeight))
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{
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this._y = this.heightInPixels - this.renderHeight;
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}
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this._startY = this.game.math.floor(this._y / this.tileHeight);
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._startY + this._maxY > this.layer.height)
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{
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this._startY = this.layer.height - this._maxY;
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}
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2013-10-11 17:18:27 +00:00
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|
this.dirty = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2013-09-12 03:24:01 +00:00
|
|
|
|
2013-10-11 17:18:27 +00:00
|
|
|
});
|