phaser/src/tilemaps/TilemapFactory.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var GameObjectFactory = require('../gameobjects/GameObjectFactory');
var ParseToTilemap = require('./ParseToTilemap');
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/**
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
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* 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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*
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* @method Phaser.GameObjects.GameObjectFactory#tilemap
* @since 3.0.0
*
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* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
* @param {integer} [tileWidth=32] - The width of a tile in pixels. Pass in `null` to leave as the
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* default.
* @param {integer} [tileHeight=32] - The height of a tile in pixels. Pass in `null` to leave as the
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* default.
* @param {integer} [width=10] - The width of the map in tiles. Pass in `null` to leave as the
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* default.
* @param {integer} [height=10] - The height of the map in tiles. Pass in `null` to leave as the
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* default.
* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
* a 2D array of tile indexes. Pass in `null` for no data.
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* @param {boolean} [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.
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*
* @return {Phaser.Tilemaps.Tilemap}
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*/
GameObjectFactory.register('tilemap', function (key, tileWidth, tileHeight, width, height, data, insertNull)
{
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// Allow users to specify null to indicate that they want the default value, since null is
// shorter & more legible than undefined. Convert null to undefined to allow ParseToTilemap
// defaults to take effect.
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if (key === null) { key = undefined; }
if (tileWidth === null) { tileWidth = undefined; }
if (tileHeight === null) { tileHeight = undefined; }
if (width === null) { width = undefined; }
if (height === null) { height = undefined; }
return ParseToTilemap(this.scene, key, tileWidth, tileHeight, width, height, data, insertNull);
});
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// When registering a factory function 'this' refers to the GameObjectFactory context.
//
// There are several properties available to use:
//
// this.scene - a reference to the Scene that owns the GameObjectFactory
// this.displayList - a reference to the Display List the Scene owns
// this.updateList - a reference to the Update List the Scene owns