phaser/Phaser/renderers/canvas/TilemapRenderer.ts

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/// <reference path="../../_definitions.ts" />
module Phaser.Renderer.Canvas {
export class TilemapRenderer {
constructor(game: Phaser.Game) {
this.game = game;
}
/**
* The essential reference to the main game object
*/
public game: Phaser.Game;
// Local rendering related temp vars to help avoid gc spikes through constant var creation
private _ga: number = 1;
private _dx: number = 0;
private _dy: number = 0;
private _dw: number = 0;
private _dh: number = 0;
private _tx: number = 0;
private _ty: number = 0;
private _tl: number = 0;
private _maxX: number = 0;
private _maxY: number = 0;
private _startX: number = 0;
private _startY: number = 0;
private _columnData;
/**
* Render a tilemap to a specific camera.
* @param camera {Camera} The camera this tilemap will be rendered to.
*/
public render(camera: Phaser.Camera, tilemap: Phaser.Tilemap): bool {
// Loop through the layers
this._tl = tilemap.layers.length;
for (var i = 0; i < this._tl; i++)
{
if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1)
{
continue;
}
var layer: TilemapLayer = tilemap.layers[i];
// Work out how many tiles we can fit into our camera and round it up for the edges
this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1;
this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth);
this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._maxX > layer.widthInTiles)
{
this._maxX = layer.widthInTiles;
}
if (this._maxY > layer.heightInTiles)
{
this._maxY = layer.heightInTiles;
}
if (this._startX + this._maxX > layer.widthInTiles)
{
this._startX = layer.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > layer.heightInTiles)
{
this._startY = layer.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
//this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
this._dx = 0;
this._dy = 0;
this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth));
this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Alpha
if (layer.texture.alpha !== 1)
{
this._ga = layer.texture.context.globalAlpha;
layer.texture.context.globalAlpha = layer.texture.alpha;
}
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = layer.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (layer.tileOffsets[this._columnData[tile]])
{
layer.texture.context.drawImage(
layer.texture.texture,
layer.tileOffsets[this._columnData[tile]].x,
layer.tileOffsets[this._columnData[tile]].y,
layer.tileWidth,
layer.tileHeight,
this._tx,
this._ty,
layer.tileWidth,
layer.tileHeight
);
}
this._tx += layer.tileWidth;
}
this._tx = this._dx;
this._ty += layer.tileHeight;
}
if (this._ga > -1)
{
layer.texture.context.globalAlpha = this._ga;
}
}
return true;
}
}
}