phaser/v3/src/gameobjects/tilemap/dynamic/Tilemap.js

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var Class = require('../../../utils/Class');
var GameObject = require('../../GameObject');
var Components = require('../../components');
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var TilemapRender = require('./TilemapRender');
var Tile = require('./Tile');
var Tilemap = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Flip,
Components.GetBounds,
Components.Origin,
Components.RenderTarget,
Components.ScaleMode,
Components.Size,
Components.Texture,
Components.Transform,
Components.Visible,
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Components.ScrollFactor,
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TilemapRender
],
initialize:
function Tilemap (state, mapData, x, y, tileWidth, tileHeight, mapWidth, mapHeight, tileBorder, texture, frame)
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{
GameObject.call(this, state, 'Tilemap');
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this.mapData = mapData !== null ? new Uint32Array(mapData) : new Uint32Array(mapWidth * mapHeight);
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this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.mapWidth = mapWidth;
this.mapHeight = mapHeight;
this.tileArray = [];
this.culledTiles = [];
this.tileBorder = tileBorder;
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this.setTexture(texture, frame);
this.setPosition(x, y);
this.setSizeToFrame();
this.setOrigin();
this.setSize(tileWidth * mapWidth, tileHeight * mapHeight);
this.buildTilemap();
},
getTotalTileCount: function ()
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{
return this.tileArray.length;
},
getVisibleTileCount: function (camera)
{
return this.cull(camera).length;
},
buildTilemap: function ()
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{
var tileArray = this.tileArray;
var mapData = this.mapData;
var border = this.tileBorder;
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var tileWidth = this.tileWidth;
var tileHeight = this.tileHeight;
var tileWidthBorder = tileWidth + border * 2;
var tileHeightBorder = tileHeight + border * 2;
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var width = this.texture.source[0].width;
var height = this.texture.source[0].height;
var mapWidth = this.mapWidth;
var mapHeight = this.mapHeight;
var setWidth = width / tileWidth;
tileArray.length = 0;
for (var y = 0; y < mapHeight; ++y)
{
for (var x = 0; x < mapWidth; ++x)
{
var tileId = mapData[y * mapWidth + x];
var halfTileWidth = (tileWidthBorder) * 0.5;
var halfTileHeight = (tileHeightBorder) * 0.5;
var rectx = (((tileId % setWidth)|0) * tileWidthBorder) + halfTileWidth;
var recty = (((tileId / setWidth)|0) * tileHeightBorder) + halfTileHeight;
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var tx = x * tileWidth;
var ty = y * tileHeight;
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tileArray.push(new Tile({
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index: x + y,
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id: tileId,
x: tx,
y: ty,
width: tileWidth,
height: tileHeight,
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frameX: rectx,
frameY: recty,
frameWidth: tileWidth,
frameHeight: tileHeight,
textureWidth: width,
textureHeight: height,
border: border
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}));
}
}
},
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cull: function (camera)
{
var culledTiles = this.culledTiles;
var tiles = this.tileArray;
var length = tiles.length;
var scrollX = camera.scrollX * this.scrollFactorX;
var scrollY = camera.scrollY * this.scrollFactorY;
var cameraW = camera.width;
var cameraH = camera.height;
culledTiles.length = 0;
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for (var index = 0; index < length; ++index)
{
var tile = tiles[index];
var tileX = tile.x - scrollX;
var tileY = tile.y - scrollY;
var tileW = tile.width;
var tileH = tile.height;
var cullW = cameraW + tileW;
var cullH = cameraH + tileH;
if (tile.visible &&
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tileX > -tileW && tileY > -tileH &&
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tileX < cullW && tileY < cullH)
{
culledTiles.push(tile);
}
}
return culledTiles;
},
forEach: function (callback)
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{
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this.tileArray.forEach(callback);
},
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// Returns Object containing:
// {
// alpha
// frameWidth,
// frameHeight,
// frameX
// frameY
// id
// index = the tile in the tilset to render
// textureWidth = tileset texture size
// textureHeight
// tint
// visible
// width
// x
// y
// }
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getTileAt: function (x, y)
{
var ix = (x|0);
var iy = (y|0);
var tiles = this.tileArray;
var index = iy * this.mapWidth + ix;
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if (index < tiles.length)
{
return tiles[index];
}
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return null;
},
getTileAtIndex: function (index)
{
var tiles = this.tileArray;
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if (index < tiles.length)
{
return tiles[index];
}
return null;
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}
});
module.exports = Tilemap;