phaser/Phaser/gameobjects/Tilemap.ts

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/// <reference path="../Game.ts" />
/// <reference path="GameObject.ts" />
/// <reference path="../system/TilemapLayer.ts" />
/// <reference path="../system/Tile.ts" />
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/**
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* Phaser - Tilemap
*
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
* Internally it creates a TilemapLayer for each layer in the tilemap.
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*/
module Phaser {
export class Tilemap extends GameObject {
constructor(game: Game, key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0) {
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super(game);
this.isGroup = false;
this.tiles = [];
this.layers = [];
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this.mapFormat = format;
switch (format)
{
case Tilemap.FORMAT_CSV:
this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
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break;
case Tilemap.FORMAT_TILED_JSON:
this.parseTiledJSON(game.cache.getText(mapData), key);
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break;
}
if (this.currentLayer && resizeWorld)
{
this._game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true);
}
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}
public static FORMAT_CSV: number = 0;
public static FORMAT_TILED_JSON: number = 1;
public tiles : Tile[];
public layers : TilemapLayer[];
public currentLayer: TilemapLayer;
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public mapFormat: number;
public update() {
}
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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if (this.cameraBlacklist.indexOf(camera.ID) == -1)
{
// Loop through the layers
for (var i = 0; i < this.layers.length; i++)
{
this.layers[i].render(camera, cameraOffsetX, cameraOffsetY);
}
}
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}
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private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) {
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var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
if (column.length > 0)
{
layer.addColumn(column);
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}
}
layer.updateBounds();
var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.layers.push(layer);
this.generateTiles(tileQuantity);
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}
private parseTiledJSON(data: string, key: string) {
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// Trim any rogue whitespace from the data
data = data.trim();
var json = JSON.parse(data);
for (var i = 0; i < json.layers.length; i++)
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{
var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
if (c == 0)
{
row = [];
}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
{
layer.addColumn(row);
c = 0;
}
}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
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this.layers.push(layer);
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}
this.generateTiles(tileQuantity);
}
private generateTiles(qty:number) {
for (var i = 0; i < qty; i++)
{
this.tiles.push(new Tile(this._game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
}
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}
public get widthInPixels(): number {
return this.currentLayer.widthInPixels;
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}
public get heightInPixels(): number {
return this.currentLayer.heightInPixels;
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}
// Tile Collision
public setCollisionRange(start: number, end: number, collision?:number = Collision.ANY) {
for (var i = start; i < end; i++)
{
this.tiles[i].allowCollisions = collision;
}
}
public setCollisionByIndex(values:number[], collision?:number = Collision.ANY) {
for (var i = 0; i < values.length; i++)
{
this.tiles[values[i]].allowCollisions = collision;
}
}
// Tile Management
public getTile(x: number, y: number, layer?: number = 0):Tile {
return this.tiles[this.layers[layer].getTileIndex(x, y)];
}
public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile {
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
}
public getTileFromInputXY(layer?: number = 0):Tile {
return this.tiles[this.layers[layer].getTileFromWorldXY(this._game.input.worldX, this._game.input.worldY)];
}
public getTileOverlaps(object: GameObject) {
return this.currentLayer.getTileOverlaps(object);
}
// COLLIDE
public collide(objectOrGroup = null, callback = null): bool {
if (objectOrGroup == null)
{
objectOrGroup = this._game.world.group;
}
// Group?
if (objectOrGroup.isGroup == false)
{
if (objectOrGroup.exists && objectOrGroup.allowCollisions != Collision.NONE)
{
// Get the tiles this object overlaps with (could be any number based on its width/height)
// Iterate through each tile, checking if it overlaps with the object bounds
// Yes? then separate, else abort
}
}
else
{
// todo
}
return true;
}
// Set current layer
// Set layer order?
// Get block of tiles
// Swap tiles around
// Delete tiles of certain type
// Erase tiles
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}
}