phaser/src/tilemaps/Tileset.js

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var Class = require('../../utils/Class');
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/**
* @classdesc
* A Tileset is a combination of an image containing the tiles and a container for data about
* each tile.
*
* @class Tileset
* @constructor
*
* @param {string} name - The name of the tileset in the map data.
* @param {integer} firstgid - The first tile index this tileset contains.
* @param {integer} [tileWidth=32] - Width of each tile (in pixels).
* @param {integer} [tileHeight=32] - Height of each tile (in pixels).
* @param {integer} [tileMargin=0] - The margin around all tiles in the sheet (in pixels).
* @param {integer} [tileSpacing=0] - The spacing between each tile in the sheet (in pixels).
* @param {object} [tileProperties={}] - Custom properties defined per tile in the Tileset.
* These typically are custom properties created in Tiled when editing a tileset.
* @param {object} [tileData={}] - Data stored per tile. These typically are created in Tiled
* when editing a tileset, e.g. from Tiled's tile collision editor or terrain editor.
*/
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var Tileset = new Class({
initialize:
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function Tileset (name, firstgid, tileWidth, tileHeight, tileMargin, tileSpacing, tileProperties, tileData)
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{
if (tileWidth === undefined || tileWidth <= 0) { tileWidth = 32; }
if (tileHeight === undefined || tileHeight <= 0) { tileHeight = 32; }
if (tileMargin === undefined) { tileMargin = 0; }
if (tileSpacing === undefined) { tileSpacing = 0; }
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if (tileProperties === undefined) { tileProperties = {}; }
if (tileData === undefined) { tileData = {}; }
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/**
* The name of the Tileset.
* @property {string} name
*/
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this.name = name;
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/**
* The starting index of the first tile index this Tileset contains.
* @property {integer} firstgid
*/
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this.firstgid = firstgid;
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/**
* The width of each tile (in pixels). Use setTileSize to change.
* @property {integer} tileWidth
* @readonly
*/
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this.tileWidth = tileWidth;
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/**
* The height of each tile (in pixels). Use setTileSize to change.
* @property {integer} tileHeight
* @readonly
*/
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this.tileHeight = tileHeight;
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/**
* The margin around the tiles in the sheet (in pixels). Use `setSpacing` to change.
* @property {integer} tileMargin
* @readonly
*/
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this.tileMargin = tileMargin;
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/**
* The spacing between each the tile in the sheet (in pixels). Use `setSpacing` to change.
* @property {integer} tileSpacing
* @readonly
*/
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this.tileSpacing = tileSpacing;
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/**
* Tileset-specific properties per tile that are typically defined in the Tiled editor in the
* Tileset editor.
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* @property {object} tileProperties
*/
this.tileProperties = tileProperties;
/**
* Tileset-specific data per tile that are typically defined in the Tiled editor, e.g. within
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* the Tileset collision editor. This is where collision objects and terrain are stored.
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* @property {object} tileData
*/
this.tileData = tileData;
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/**
* The cached image that contains the individual tiles. Use setImage to set.
* @property {Texture|null} image
* @readonly
*/
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this.image = null;
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/**
* The number of tile rows in the the tileset.
* @property {integer} rows
* @readonly
*/
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this.rows = 0;
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/**
* The number of tile columns in the tileset.
* @property {integer} columns
* @readonly
*/
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this.columns = 0;
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/**
* The total number of tiles in the tileset.
* @property {integer} total
* @readonly
*/
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this.total = 0;
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/**
* The look-up table to specific tile image texture coordinates (UV in pixels). Each element
* contains the coordinates for a tile in an object of the form {x, y}.
* @property {object[]} texCoordinates
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* @readonly
*/
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this.texCoordinates = [];
},
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/**
* Get a tile's properties that are stored in the Tileset. Returns null if tile index is not
* contained in this Tileset. This is typically defined in Tiled under the Tileset editor.
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*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|undefined|null}
*/
getTileProperties: function (tileIndex)
{
if (!this.containsTileIndex(tileIndex)) { return null; }
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return this.tileProperties[tileIndex - this.firstgid];
},
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/**
* Get a tile's data that is stored in the Tileset. Returns null if tile index is not contained
* in this Tileset. This is typically defined in Tiled and will contain both Tileset collision
* info and terrain mapping.
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*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|undefined|null}
*/
getTileData: function (tileIndex)
{
if (!this.containsTileIndex(tileIndex)) { return null; }
return this.tileData[tileIndex - this.firstgid];
},
/**
* Get a tile's collision group that is stored in the Tileset. Returns null if tile index is not
* contained in this Tileset. This is typically defined within Tiled's tileset collision editor.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|null}
*/
getTileCollisionGroup: function (tileIndex)
{
var data = this.getTileData(tileIndex);
return (data && data.objectgroup) ? data.objectgroup : null;
},
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/**
* Returns true if and only if this Tileset contains the given tile index.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {boolean}
*/
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containsTileIndex: function (tileIndex)
{
return (
tileIndex >= this.firstgid &&
tileIndex < (this.firstgid + this.total)
);
},
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/**
* Returns the texture coordinates (UV in pixels) in the Tileset image for the given tile index.
* Returns null if tile index is not contained in this Tileset.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|null} Object in the form { x, y } representing the top-left UV coordinate
* within the Tileset image.
*/
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getTileTextureCoordinates: function (tileIndex)
{
if (!this.containsTileIndex(tileIndex)) { return null; }
return this.texCoordinates[tileIndex - this.firstgid];
},
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/**
* Sets the image associated with this Tileset and updates the tile data (rows, columns, etc.).
*
* @param {Texture} texture - The image that contains the tiles.
* @returns {this}
*/
setImage: function (texture)
{
this.image = texture;
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
return this;
},
/**
* Sets the tile width & height and updates the tile data (rows, columns, etc.).
*
* @param {integer} [tileWidth] - The width of a tile in pixels.
* @param {integer} [tileHeight] - The height of a tile in pixels.
* @returns {this}
*/
setTileSize: function (tileWidth, tileHeight)
{
if (tileWidth !== undefined) { this.tileWidth = tileWidth; }
if (tileHeight !== undefined) { this.tileHeight = tileHeight; }
if (this.image)
{
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
}
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return this;
},
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/**
* Sets the tile margin & spacing and updates the tile data (rows, columns, etc.).
*
* @param {integer} [margin] - The margin around the tiles in the sheet (in pixels).
* @param {integer} [spacing] - The spacing between the tiles in the sheet (in pixels).
* @returns {this}
*/
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setSpacing: function (margin, spacing)
{
if (margin !== undefined) { this.tileMargin = margin; }
if (spacing !== undefined) { this.tileSpacing = spacing; }
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if (this.image)
{
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
}
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return this;
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},
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/**
* Updates tile texture coordinates and tileset data.
*
* @param {integer} imageWidth - The (expected) width of the image to slice.
* @param {integer} imageHeight - The (expected) height of the image to slice.
* @returns {this}
*/
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updateTileData: function (imageWidth, imageHeight)
{
var rowCount = (imageHeight - this.tileMargin * 2 + this.tileSpacing) / (this.tileHeight + this.tileSpacing);
var colCount = (imageWidth - this.tileMargin * 2 + this.tileSpacing) / (this.tileWidth + this.tileSpacing);
if (rowCount % 1 !== 0 || colCount % 1 !== 0)
{
console.warn('Tileset ' + this.name + ' image tile area is not an even multiple of tile size');
}
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// In Tiled a tileset image that is not an even multiple of the tile dimensions is truncated
// - hence the floor when calculating the rows/columns.
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rowCount = Math.floor(rowCount);
colCount = Math.floor(colCount);
this.rows = rowCount;
this.columns = colCount;
// In Tiled, "empty" spaces in a tileset count as tiles and hence count towards the gid
this.total = rowCount * colCount;
this.texCoordinates.length = 0;
var tx = this.tileMargin;
var ty = this.tileMargin;
for (var y = 0; y < this.rows; y++)
{
for (var x = 0; x < this.columns; x++)
{
this.texCoordinates.push({ x: tx, y: ty });
tx += this.tileWidth + this.tileSpacing;
}
tx = this.tileMargin;
ty += this.tileHeight + this.tileSpacing;
}
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return this;
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}
});
module.exports = Tileset;