2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2018-02-07 17:10:01 +00:00
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var GameObjectCreator = require('../gameobjects/GameObjectCreator');
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2017-11-17 21:55:12 +00:00
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var ParseToTilemap = require('./ParseToTilemap');
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2017-11-11 16:38:52 +00:00
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2017-11-29 19:46:29 +00:00
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/**
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2017-11-29 21:07:56 +00:00
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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
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* from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map
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* data. For an empty map, you should specify tileWidth, tileHeight, width & height.
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2017-11-29 19:46:29 +00:00
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*
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2018-02-07 23:27:01 +00:00
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* @method Phaser.GameObjects.GameObjectCreator#tilemap
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* @since 3.0.0
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*
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2017-11-29 19:46:29 +00:00
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* @param {object} [config] - The config options for the Tilemap.
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* @param {string} [config.key] - The key in the Phaser cache that corresponds to the loaded tilemap
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* data.
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2017-11-29 21:07:56 +00:00
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* @param {integer[][]} [config.data] - Instead of loading from the cache, you can also load
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* directly from a 2D array of tile indexes.
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* @param {integer} [config.tileWidth=32] - The width of a tile in pixels.
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* @param {integer} [config.tileHeight=32] - The height of a tile in pixels.
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* @param {integer} [config.width=10] - The width of the map in tiles.
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* @param {integer} [config.height=10] - The height of the map in tiles.
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2017-11-29 19:46:29 +00:00
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* @param {boolean} [config.insertNull=false] - Controls how empty tiles, tiles with an index of -1,
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* in the map data are handled. If `true`, empty locations will get a value of `null`. If `false`,
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* empty location will get a Tile object with an index of -1. If you've a large sparsely populated
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* map and the tile data doesn't need to change then setting this value to `true` will help with
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* memory consumption. However if your map is small or you need to update the tiles dynamically,
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* then leave the default value set.
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2018-02-07 23:27:01 +00:00
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*
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* @return {Phaser.Tilemaps.Tilemap}
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2017-11-29 19:46:29 +00:00
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*/
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2017-11-11 16:38:52 +00:00
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GameObjectCreator.register('tilemap', function (config)
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{
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2017-11-29 19:46:29 +00:00
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// Defaults are applied in ParseToTilemap
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2018-02-07 23:27:01 +00:00
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var c = (config !== undefined) ? config : {};
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return ParseToTilemap(
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this.scene,
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c.key,
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c.tileWidth,
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c.tileHeight,
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c.width,
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c.height,
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c.data,
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c.insertNull
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);
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2017-11-11 16:38:52 +00:00
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});
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2018-02-07 23:27:01 +00:00
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// When registering a factory function 'this' refers to the GameObjectCreator context.
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