phaser/src/tilemap/Tileset.js

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/**
* @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 set is a combination of an image containing the tiles and collision data per tile.
*
* @class Phaser.Tileset
* @constructor
* @param {Image} image - The Image object from the Cache.
* @param {string} key - The key of the tileset in the cache.
* @param {number} tileWidth - The width of the tile in pixels.
* @param {number} tileHeight - The height of the tile in pixels.
* @param {number} [tileMargin] - The margin around the tiles in the sheet.
* @param {number} [tileSpacing] - The spacing between the tiles in the sheet.
*/
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Phaser.Tileset = function (image, key, tileWidth, tileHeight, tileMargin, tileSpacing) {
if (typeof tileMargin === "undefined") { tileMargin = 0; }
if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
/**
* @property {string} key - The cache ID.
*/
this.key = key;
/**
* @property {object} image - The image used for rendering.
*/
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this.image = image;
/**
* @property {number} tileWidth - The width of a tile in pixels.
*/
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this.tileWidth = tileWidth;
/**
* @property {number} tileHeight - The height of a tile in pixels.
*/
this.tileHeight = tileHeight;
/**
* @property {number} tileMargin - The margin around the tiles in the sheet.
*/
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this.margin = tileMargin;
/**
* @property {number} tileSpacing - The margin around the tiles in the sheet.
*/
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this.spacing = tileSpacing;
/**
* @property {array} tiles - An array of the tile collision data.
*/
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this.tiles = [];
}
Phaser.Tileset.prototype = {
/**
* Adds a Tile into this set.
*
* @method Phaser.Tileset#addTile
* @param {Phaser.Tile} tile - The tile to add to this set.
*/
addTile: function (tile) {
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this.tiles.push(tile);
return tile;
},
/**
* Gets a Tile from this set.
*
* @method Phaser.Tileset#getTile
* @param {number} index - The index of the tile within the set.
* @return {Phaser.Tile} The tile.
*/
getTile: function (index) {
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if (this.tiles[index])
{
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return this.tiles[index];
}
return null;
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},
/**
* Sets tile spacing and margins.
*
* @method Phaser.Tileset#setSpacing
* @param {number} [tileMargin] - The margin around the tiles in the sheet.
* @param {number} [tileSpacing] - The spacing between the tiles in the sheet.
*/
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setSpacing: function (margin, spacing) {
this.tileMargin = margin;
this.tileSpacing = spacing;
},
/**
* Checks if the tile at the given index can collide.
*
* @method Phaser.Tileset#canCollide
* @param {number} index - The index of the tile within the set.
* @return {boolean} True or false depending on the tile collision or null if no tile was found at the given index.
*/
canCollide: function (index) {
if (this.tiles[index])
{
return this.tiles[index].collideNone;
}
return null;
},
/**
* Checks if the tile at the given index exists.
*
* @method Phaser.Tileset#checkTileIndex
* @param {number} index - The index of the tile within the set.
* @return {boolean} True if a tile exists at the given index otherwise false.
*/
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checkTileIndex: function (index) {
return (this.tiles[index]);
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},
/**
* Sets collision values on a range of tiles in the set.
*
* @method Phaser.Tileset#setCollisionRange
* @param {number} start - The index to start setting the collision data on.
* @param {number} stop - The index to stop setting the collision data on.
* @param {boolean} left - Should the tile collide on the left?
* @param {boolean} right - Should the tile collide on the right?
* @param {boolean} up - Should the tile collide on the top?
* @param {boolean} down - Should the tile collide on the bottom?
*/
setCollisionRange: function (start, stop, left, right, up, down) {
if (this.tiles[start] && this.tiles[stop] && start < stop)
{
for (var i = start; i <= stop; i++)
{
this.tiles[i].setCollision(left, right, up, down);
}
}
},
/**
* Sets collision values on a tile in the set.
*
* @method Phaser.Tileset#setCollision
* @param {number} index - The index of the tile within the set.
* @param {boolean} left - Should the tile collide on the left?
* @param {boolean} right - Should the tile collide on the right?
* @param {boolean} up - Should the tile collide on the top?
* @param {boolean} down - Should the tile collide on the bottom?
*/
setCollision: function (index, left, right, up, down) {
if (this.tiles[index])
{
this.tiles[index].setCollision(left, right, up, down);
}
}
}
/**
* @name Phaser.Tileset#total
* @property {number} total - The total number of tiles in this Tileset.
* @readonly
*/
Object.defineProperty(Phaser.Tileset.prototype, "total", {
get: function () {
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return this.tiles.length;
}
});