phaser/src/tilemaps/TilemapCreator.js

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var GameObjectCreator = require('../gameobjects/GameObjectCreator');
var ParseToTilemap = require('./ParseToTilemap');
// When registering a factory function 'this' refers to the GameObjectCreator context.
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/**
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
* When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing
* from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map
* data. For an empty map, you should specify tileWidth, tileHeight, width & height.
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*
* @param {object} [config] - The config options for the Tilemap.
* @param {string} [config.key] - The key in the Phaser cache that corresponds to the loaded tilemap
* data.
* @param {integer[][]} [config.data] - Instead of loading from the cache, you can also load
* directly from a 2D array of tile indexes.
* @param {integer} [config.tileWidth=32] - The width of a tile in pixels.
* @param {integer} [config.tileHeight=32] - The height of a tile in pixels.
* @param {integer} [config.width=10] - The width of the map in tiles.
* @param {integer} [config.height=10] - The height of the map in tiles.
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* @param {boolean} [config.insertNull=false] - Controls how empty tiles, tiles with an index of -1,
* in the map data are handled. If `true`, empty locations will get a value of `null`. If `false`,
* empty location will get a Tile object with an index of -1. If you've a large sparsely populated
* map and the tile data doesn't need to change then setting this value to `true` will help with
* memory consumption. However if your map is small or you need to update the tiles dynamically,
* then leave the default value set.
* @returns {Tilemap}
*/
GameObjectCreator.register('tilemap', function (config)
{
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// Defaults are applied in ParseToTilemap
var c = config !== undefined ? config : {};
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return ParseToTilemap(this.scene, c.key, c.tileWidth, c.tileHeight, c.width, c.height, c.data,
c.insertNull);
});