phaser/src/tilemap/Tilemap.js

1047 lines
31 KiB
JavaScript
Raw Normal View History

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Tile Map object. A Tile map consists of a set of tile data and tile sets. It is rendered to the display using a TilemapLayer.
* A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.
*
* @class Phaser.Tilemap
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {string} [key] - The key of the tilemap data as stored in the Cache.
*/
Phaser.Tilemap = function (game, key) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
2013-12-18 16:56:14 +00:00
/**
* @property {string} key - The key of this map data in the Phaser.Cache.
*/
this.key = key;
var data = Phaser.TilemapParser.parse(this.game, key);
if (data === null)
{
return;
}
this.width = data.width;
this.height = data.height;
this.tileWidth = data.tileWidth;
this.tileHeight = data.tileHeight;
this.orientation = data.orientation;
this.version = data.version;
this.properties = data.properties;
this.widthInPixels = data.widthInPixels;
this.heightInPixels = data.heightInPixels;
/**
* @property {array} layers - An array of Tilemap layer data.
*/
2013-12-18 16:56:14 +00:00
this.layers = data.layers;
2013-12-18 16:56:14 +00:00
/**
* @property {array} tilesets - An array of Tilesets.
*/
this.tilesets = data.tilesets;
/**
* @property {array} tiles - The super array of Tiles.
*/
this.tiles = data.tiles;
2013-12-18 16:56:14 +00:00
/**
* @property {array} objects - An array of Tiled Object Layers.
*/
this.objects = data.objects;
/**
2013-12-18 16:56:14 +00:00
* @property {array} images - An array of Tiled Image Layers.
*/
2013-12-18 16:56:14 +00:00
this.images = data.images;
2013-12-18 04:40:10 +00:00
/**
2013-12-18 16:56:14 +00:00
* @property {number} currentLayer - The current layer.
2013-12-18 04:40:10 +00:00
*/
2013-12-18 16:56:14 +00:00
this.currentLayer = 0;
2013-12-18 04:40:10 +00:00
/**
* @property {array} debugMap - Map data used for debug values only.
*/
this.debugMap = [];
/**
* @property {array} _results - Internal var.
* @private
*/
2013-10-16 21:25:51 +01:00
this._results = [];
/**
* @property {number} _tempA - Internal var.
* @private
*/
2013-10-16 21:25:51 +01:00
this._tempA = 0;
/**
* @property {number} _tempB - Internal var.
* @private
*/
2013-10-16 21:25:51 +01:00
this._tempB = 0;
};
/**
* @constant
* @type {number}
*/
Phaser.Tilemap.CSV = 0;
/**
* @constant
* @type {number}
*/
Phaser.Tilemap.TILED_JSON = 1;
Phaser.Tilemap.prototype = {
/**
* Creates an empty map of the given dimensions.
*
* @method Phaser.Tilemap#create
* @param {string} name - The name of the map (mostly used for debugging)
* @param {number} width - The width of the map in tiles.
* @param {number} height - The height of the map in tiles.
*/
create: function (name, width, height) {
var data = [];
for (var y = 0; y < height; y++)
{
data[y] = [];
for (var x = 0; x < width; x++)
{
data[y][x] = 0;
}
}
this.layers.push({
name: name,
width: width,
height: height,
alpha: 1,
visible: true,
tileMargin: 0,
tileSpacing: 0,
format: Phaser.Tilemap.CSV,
data: data,
indexes: [],
dirty: true
});
this.currentLayer = this.layers.length - 1;
},
addTilesetImage: function (tileset, key) {
if (typeof key === 'undefined')
{
if (typeof tileset === 'string')
{
key = tileset;
}
else
{
return false;
}
}
if (typeof tileset === 'string')
{
tileset = this.getTilesetIndex(tileset);
}
if (this.tilesets[tileset])
{
this.tilesets[tileset].image = this.game.cache.getImage(key);
return true;
}
return false;
},
// Region? Remove tile from map data?
createSpritesFromTiles: function (layer, tileIndex, key, frame, group) {
if (typeof group === 'undefined') { group = this.game.world; }
},
createGroup: function (layer, parent) {
// Creates a Group based on an objectgroup, with one Sprite per gid entry, using the tilemap image + frame number
// Will only work if image is loaded as spritesheet
},
/**
2013-12-18 04:40:10 +00:00
* Creates a new TilemapLayer object. By default TilemapLayers are fixed to the camera.
*
2013-12-18 04:40:10 +00:00
* @method Phaser.Tileset#createLayer
* @param {number|string} layer - The layer array index value, or if a string is given the layer name, within the map data that this TilemapLayer represents.
* @param {number} [width] - The rendered width of the layer, should never be wider than Game.width. If not given it will be set to Game.width.
* @param {number} [height] - The rendered height of the layer, should never be wider than Game.height. If not given it will be set to Game.height.
* @param {Phaser.Group} [group] - Optional Group to add the object to. If not specified it will be added to the World group.
2013-12-18 04:40:10 +00:00
* @return {Phaser.TilemapLayer} The TilemapLayer object. This is an extension of Phaser.Sprite and can be moved around the display list accordingly.
*/
createLayer: function (layer, width, height, group) {
// Add Buffer support for the left of the canvas
if (typeof width === 'undefined') { width = this.game.width; }
if (typeof height === 'undefined') { height = this.game.height; }
if (typeof group === 'undefined') { group = this.game.world; }
var index = layer;
if (typeof layer === 'string')
{
index = this.getLayerIndex(layer);
}
if (index === null || index > this.layers.length)
{
console.warn('Tilemap.createLayer: Invalid layer ID given: ' + index);
return;
}
return group.add(new Phaser.TilemapLayer(this.game, this, index, width, height));
2013-12-18 04:40:10 +00:00
},
/**
* Gets the layer index based on a layer name.
*
* @method Phaser.Tileset#getIndex
* @param {array} location - The local array to search.
* @param {string} name - The name of the array element to get.
* @return {number} The index of the element in the array, or null if not found.
2013-12-18 04:40:10 +00:00
*/
getIndex: function (location, name) {
2013-12-18 04:40:10 +00:00
for (var i = 0; i < location.length; i++)
2013-12-18 04:40:10 +00:00
{
if (location[i].name === name)
2013-12-18 04:40:10 +00:00
{
return i;
}
}
return null;
},
/**
* Gets the layer index based on its name.
*
* @method Phaser.Tileset#getLayerIndex
* @param {string} name - The name of the layer to get.
* @return {number} The index of the layer in this tilemap, or null if not found.
*/
getLayerIndex: function (name) {
return this.getIndex(this.layers, name);
},
/**
* Gets the tileset index based on its name.
*
* @method Phaser.Tileset#getTilesetIndex
* @param {string} name - The name of the tileset to get.
* @return {number} The index of the tileset in this tilemap, or null if not found.
*/
getTilesetIndex: function (name) {
return this.getIndex(this.tilesets, name);
},
/**
* Gets the image index based on its name.
*
* @method Phaser.Tileset#getImageIndex
* @param {string} name - The name of the image to get.
* @return {number} The index of the image in this tilemap, or null if not found.
*/
getImageIndex: function (name) {
return this.getIndex(this.images, name);
},
/**
* Gets the object index based on its name.
*
* @method Phaser.Tileset#getObjectIndex
* @param {string} name - The name of the object to get.
* @return {number} The index of the object in this tilemap, or null if not found.
*/
getObjectIndex: function (name) {
return this.getIndex(this.objects, name);
},
// TODO - set collision in an area, REMOVE collision
/**
* Sets collision on all tiles in the given layer, except for the IDs of those in the given array.
*
* @method Phaser.Tileset#setCollisionByExclusion
* @param {array} indexes - An array of the tile IDs to not be counted for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollisionByExclusion: function (indexes, layer) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
// Collide everything, except the IDs given in the indexes array
for (var i = 0, len = this.tiles.length; i < len; i++)
{
if (indexes.indexOf(i) === -1)
{
this.setCollisionByIndex(i, layer, false);
}
}
// Now re-calculate interesting faces
this.calculateFaces(layer);
},
/**
* Sets collision the given tile index, or array of tiles indexes.
*
* @method Phaser.Tileset#setCollision
* @param {number|array} indexes - Either a single tile index, or an array of tile IDs to be checked for collision.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollision: function (indexes, layer) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
if (typeof indexes === 'number')
{
return this.setCollisionByIndex(indexes, layer);
}
// Collide all of the IDs given in the indexes array
for (var i = 0, len = indexes.length; i < len; i++)
{
this.setCollisionByIndex(i, layer, false);
}
// Now re-calculate interesting faces
this.calculateFaces(layer);
},
/**
* Sets collision on a range of tiles.
*
* @method Phaser.Tileset#setCollisionBetween
* @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.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
*/
setCollisionBetween: function (start, stop, layer) {
if (start > stop)
{
return;
}
for (var i = start; i <= stop; i++)
{
var index = this.setCollisionByIndex(i, layer, false);
}
// Now re-calculate interesting faces
this.calculateFaces(index);
},
/**
* Sets collision values on a tile in the set.
*
* @method Phaser.Tileset#setCollisionByIndex
* @param {number} index - The index of the tile on the layer.
* @param {number|string|Phaser.TilemapLayer} layer - The layer to operate on. If not given will default to this.currentLayer.
* @param {boolean} [recalculate=true] - Recalculates the tile faces after the update.
*/
setCollisionByIndex: function (index, layer, recalculate) {
if (typeof layer === 'undefined')
{
layer = this.currentLayer;
}
else if (typeof layer === 'string')
{
layer = this.getLayerIndex(layer);
}
else if (layer instanceof Phaser.TilemapLayer)
{
layer = layer.index;
}
if (typeof recalculate === "undefined") { recalculate = true; }
for (var y = 0; y < this.layers[layer].height ; y++)
{
for (var x = 0; x < this.layers[layer].width; x++)
{
var tile = this.layers[layer].data[y][x];
if (tile && tile.index === index)
{
tile.collides = true;
tile.faceTop = true;
tile.faceBottom = true;
tile.faceLeft = true;
tile.faceRight = true;
}
}
}
if (recalculate)
{
// Now re-calculate interesting faces
this.calculateFaces(layer);
}
return layer;
},
/**
* Internal function.
*
* @method Phaser.Tileset#calculateFaces
* @param {number} layer - The layer to operate on.
*/
calculateFaces: function (layer) {
var above = null;
var below = null;
var left = null;
var right = null;
// console.log(this.layers[layer].width, 'x', this.layers[layer].height);
2013-12-18 04:40:10 +00:00
for (var y = 0, h = this.layers[layer].height; y < h; y++)
{
2013-12-18 04:40:10 +00:00
for (var x = 0, w = this.layers[layer].width; x < w; x++)
{
var tile = this.layers[layer].data[y][x];
if (tile)
{
above = this.getTileAbove(layer, x, y);
below = this.getTileBelow(layer, x, y);
left = this.getTileLeft(layer, x, y);
right = this.getTileRight(layer, x, y);
if (above && above.collides)
{
// There is a tile above this one that also collides, so the top of this tile is no longer interesting
tile.faceTop = false;
}
if (below && below.collides)
{
// There is a tile below this one that also collides, so the bottom of this tile is no longer interesting
tile.faceBottom = false;
}
if (left && left.collides)
{
// There is a tile left this one that also collides, so the left of this tile is no longer interesting
tile.faceLeft = false;
}
if (right && right.collides)
{
// There is a tile right this one that also collides, so the right of this tile is no longer interesting
tile.faceRight = false;
}
}
}
}
},
/**
* Internal function.
*
* @method Phaser.Tileset#getTileAbove
* @param {number} layer - The layer to operate on.
* @param {number} x - X.
* @param {number} y - Y.
*/
getTileAbove: function (layer, x, y) {
if (y > 0)
{
return this.layers[layer].data[y - 1][x];
}
return null;
},
/**
* Internal function.
*
* @method Phaser.Tileset#getTileBelow
* @param {number} layer - The layer to operate on.
* @param {number} x - X.
* @param {number} y - Y.
*/
getTileBelow: function (layer, x, y) {
if (y < this.layers[layer].height - 1)
{
return this.layers[layer].data[y + 1][x];
}
return null;
},
/**
* Internal function.
*
* @method Phaser.Tileset#getTileLeft
* @param {number} layer - The layer to operate on.
* @param {number} x - X.
* @param {number} y - Y.
*/
getTileLeft: function (layer, x, y) {
if (x > 0)
{
return this.layers[layer].data[y][x - 1];
}
return null;
},
/**
* Internal function.
*
* @method Phaser.Tileset#getTileRight
* @param {number} layer - The layer to operate on.
* @param {number} x - X.
* @param {number} y - Y.
*/
getTileRight: function (layer, x, y) {
if (x < this.layers[layer].width - 1)
{
return this.layers[layer].data[y][x + 1];
}
return null;
},
/**
* Sets the current layer to the given index.
*
* @method Phaser.Tilemap#setLayer
* @param {number} layer - Sets the current layer to the given index.
*/
setLayer: function (layer) {
if (this.layers[layer])
{
this.currentLayer = layer;
}
},
/**
* Puts a tile of the given index value at the coordinate specified.
* @method Phaser.Tilemap#putTile
* @param {number} index - The index of this tile to set.
* @param {number} x - X position to place the tile (given in tile units, not pixels)
* @param {number} y - Y position to place the tile (given in tile units, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
putTile: function (index, x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
this.layers[layer].data[y][x] = index;
this.layers[layer].dirty = true;
2013-12-18 04:40:10 +00:00
this.calculateFaces(layer);
}
},
/**
* Gets a tile from the Tilemap Layer. The coordinates are given in tile values.
* @method Phaser.Tilemap#getTile
* @param {number} x - X position to get the tile from (given in tile units, not pixels)
* @param {number} y - Y position to get the tile from (given in tile units, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {number} The index of the tile at the given coordinates.
*/
getTile: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
return this.layers[layer].data[y][x];
}
},
/**
* Gets a tile from the Tilemap layer. The coordinates are given in pixel values.
* @method Phaser.Tilemap#getTileWorldXY
* @param {number} x - X position to get the tile from (given in pixels)
* @param {number} y - Y position to get the tile from (given in pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {number} The index of the tile at the given coordinates.
*/
getTileWorldXY: function (x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
return this.layers[layer].data[y][x];
}
},
/**
* Puts a tile into the Tilemap layer. The coordinates are given in pixel values.
* @method Phaser.Tilemap#putTileWorldXY
* @param {number} index - The index of the tile to put into the layer.
* @param {number} x - X position to insert the tile (given in pixels)
* @param {number} y - Y position to insert the tile (given in pixels)
* @param {number} tileWidth - The width of the tile in pixels.
* @param {number} tileHeight - The height of the tile in pixels.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
putTileWorldXY: function (index, x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x < this.layers[layer].width && y >= 0 && y < this.layers[layer].height)
{
this.layers[layer].data[y][x] = index;
this.layers[layer].dirty = true;
2013-12-18 04:40:10 +00:00
this.calculateFaces(layer);
}
2013-10-16 21:25:51 +01:00
},
/**
* Copies all of the tiles in the given rectangular block into the tilemap data buffer.
* @method Phaser.Tilemap#copy
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} width - The width of the area to copy (given in tiles, not pixels)
* @param {number} height - The height of the area to copy (given in tiles, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {array} An array of the tiles that were copied.
*/
copy: function (x, y, width, height, layer) {
2013-10-16 21:25:51 +01:00
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (!this.layers[layer])
{
this._results.length = 0;
return;
}
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.layers[layer].width; }
if (typeof height === "undefined") { height = this.layers[layer].height; }
if (x < 0)
{
x = 0;
}
if (y < 0)
{
y = 0;
}
if (width > this.layers[layer].width)
{
width = this.layers[layer].width;
}
if (height > this.layers[layer].height)
{
height = this.layers[layer].height;
}
this._results.length = 0;
this._results.push( { x: x, y: y, width: width, height: height, layer: layer });
for (var ty = y; ty < y + height; ty++)
{
for (var tx = x; tx < x + width; tx++)
{
this._results.push({ x: tx, y: ty, index: this.layers[layer].data[ty][tx] });
}
}
return this._results;
},
/**
* Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.
* @method Phaser.Tilemap#paste
* @param {number} x - X position of the top left of the area to paste to (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to paste to (given in tiles, not pixels)
* @param {array} tileblock - The block of tiles to paste.
* @param {number} layer - The Tilemap Layer to operate on.
*/
paste: function (x, y, tileblock, layer) {
2013-10-16 21:25:51 +01:00
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (!tileblock || tileblock.length < 2)
{
return;
}
// Find out the difference between tileblock[1].x/y and x/y and use it as an offset, as it's the top left of the block to paste
var diffX = tileblock[1].x - x;
var diffY = tileblock[1].y - y;
for (var i = 1; i < tileblock.length; i++)
{
this.layers[layer].data[ diffY + tileblock[i].y ][ diffX + tileblock[i].x ] = tileblock[i].index;
}
this.layers[layer].dirty = true;
2013-12-18 04:40:10 +00:00
this.calculateFaces(layer);
2013-10-16 21:25:51 +01:00
},
/**
* Swap tiles with 2 kinds of indexes.
* @method Phaser.Tilemap#swapTile
2013-10-16 21:25:51 +01:00
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
2013-10-16 21:25:51 +01:00
*/
swap: function (tileA, tileB, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
2013-10-16 21:25:51 +01:00
if (this._results.length < 2)
{
return;
}
this._tempA = tileA;
this._tempB = tileB;
this._results.forEach(this.swapHandler, this);
this.paste(x, y, this._results);
2013-10-16 21:25:51 +01:00
},
/**
* Internal function that handles the swapping of tiles.
* @method Phaser.Tilemap#swapHandler
* @param {number} value
* @param {number} index
*/
swapHandler: function (value, index) {
2013-10-16 21:25:51 +01:00
if (value.index === this._tempA)
{
this._results[index].index = this._tempB;
}
else if (value.index === this._tempB)
{
this._results[index].index = this._tempA;
}
},
/**
* For each tile in the given area (defined by x/y and width/height) run the given callback.
* @method Phaser.Tilemap#forEach
* @param {number} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
* @param {number} context - The context under which the callback should be run.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
2013-10-16 21:25:51 +01:00
*/
forEach: function (callback, context, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
2013-10-16 21:25:51 +01:00
if (this._results.length < 2)
{
return;
}
this._results.forEach(callback, context);
this.paste(x, y, this._results);
2013-10-16 21:25:51 +01:00
},
/**
* Replaces one type of tile with another in the given area (defined by x/y and width/height).
* @method Phaser.Tilemap#replace
2013-10-16 21:25:51 +01:00
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
2013-10-16 21:25:51 +01:00
*/
replace: function (tileA, tileB, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
2013-10-16 21:25:51 +01:00
if (this._results.length < 2)
{
return;
}
for (var i = 1; i < this._results.length; i++)
{
if (this._results[i].index === tileA)
{
this._results[i].index = tileB;
}
}
this.paste(x, y, this._results);
2013-10-16 21:25:51 +01:00
},
2013-10-16 21:25:51 +01:00
/**
* Randomises a set of tiles in a given area.
* @method Phaser.Tilemap#random
2013-10-16 21:25:51 +01:00
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
2013-10-16 21:25:51 +01:00
*/
random: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
this.copy(x, y, width, height, layer);
2013-10-16 21:25:51 +01:00
if (this._results.length < 2)
{
return;
}
var indexes = [];
for (var t = 1; t < this._results.length; t++)
{
var idx = this._results[t].index;
if (indexes.indexOf(idx) === -1)
{
indexes.push(idx);
}
}
2013-10-16 21:25:51 +01:00
for (var i = 1; i < this._results.length; i++)
{
this._results[i].index = this.game.rnd.pick(indexes);
2013-10-16 21:25:51 +01:00
}
this.paste(x, y, this._results);
},
/**
* Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method Phaser.Tilemap#shuffle
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
shuffle: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
this.copy(x, y, width, height, layer);
if (this._results.length < 2)
{
return;
}
var header = this._results.shift();
Phaser.Utils.shuffle(this._results);
this._results.unshift(header);
this.paste(x, y, this._results);
2013-10-16 21:25:51 +01:00
},
/**
* Fill a block with a specific tile index.
* @method Phaser.Tilemap#fill
2013-10-16 21:25:51 +01:00
* @param {number} index - Index of tiles you want to fill with.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
2013-10-16 21:25:51 +01:00
*/
fill: function (index, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
2013-10-16 21:25:51 +01:00
if (this._results.length < 2)
{
return;
}
for (var i = 1; i < this._results.length; i++)
{
this._results[i].index = index;
}
this.paste(x, y, this._results);
2013-10-16 21:25:51 +01:00
},
/**
* Removes all layers from this tile map.
* @method Phaser.Tilemap#removeAllLayers
*/
removeAllLayers: function () {
this.layers.length = 0;
this.currentLayer = 0;
},
/**
* Dumps the tilemap data out to the console.
* @method Phaser.Tilemap#dump
*/
dump: function () {
var txt = '';
var args = [''];
for (var y = 0; y < this.layers[this.currentLayer].height; y++)
{
for (var x = 0; x < this.layers[this.currentLayer].width; x++)
{
txt += "%c ";
if (this.layers[this.currentLayer].data[y][x] > 1)
{
if (this.debugMap[this.layers[this.currentLayer].data[y][x]])
{
args.push("background: " + this.debugMap[this.layers[this.currentLayer].data[y][x]]);
}
else
{
args.push("background: #ffffff");
}
}
else
{
args.push("background: rgb(0, 0, 0)");
}
}
txt += "\n";
}
args[0] = txt;
console.log.apply(console, args);
},
/**
* Removes all layers from this tile map and nulls the game reference.
* @method Phaser.Tilemap#destroy
*/
destroy: function () {
this.removeAllLayers();
this.game = null;
}
};