phaser/src/tilemap/TilemapLayer.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game.
*
* @class Phaser.TilemapLayer
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
* @param {number} index - The layer index within the map that this TilemapLayer represents.
* @param {number} width - Width of the renderable area of the layer.
* @param {number} height - Height of the renderable area of the layer.
*/
Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Tilemap} map - The Tilemap to which this layer is bound.
*/
this.map = tilemap;
/**
* @property {number} index - The index of this layer within the Tilemap.
*/
this.index = index;
/**
* @property {object} layer - The layer object within the Tilemap that this layer represents.
*/
this.layer = tilemap.layers[index];
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this TilemapLayer draws.
*/
this.canvas = Phaser.Canvas.create(width, height);
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/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
*/
this.context = this.canvas.getContext('2d');
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/**
* @property {PIXI.BaseTexture} baseTexture - Required Pixi var.
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
* @property {PIXI.Texture} texture - Required Pixi var.
*/
this.texture = new PIXI.Texture(this.baseTexture);
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/**
* @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid());
Phaser.Sprite.call(this, this.game, 0, 0, this.texture, this.textureFrame);
/**
* @property {string} name - The name of the layer.
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.TILEMAPLAYER;
/**
* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
* @property {boolean} fixedToCamera - Fixes this object to the Camera.
* @default
*/
this.fixedToCamera = true;
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/**
* @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
*/
this.cameraOffset = new Phaser.Point(0, 0);
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/**
* @property {string} tileColor - If no tileset is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format.
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* @default
*/
this.tileColor = 'rgb(255, 255, 255)';
/**
* @property {boolean} debug - If set to true the collideable tile edges path will be rendered. Only works when game is running in Phaser.CANVAS mode.
* @default
*/
this.debug = false;
/**
* @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
* @default
*/
this.debugAlpha = 0.5;
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/**
* @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format.
* @default
*/
this.debugColor = 'rgba(0, 255, 0, 1)';
/**
* @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around.
* @default
*/
this.debugFill = false;
/**
* @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format.
* @default
*/
this.debugFillColor = 'rgba(0, 255, 0, 0.2)';
/**
* @property {string} debugCallbackColor - If debug is true this is the color used to outline the edges of tiles that have collision callbacks. Provide in hex or rgb/rgba string format.
* @default
*/
this.debugCallbackColor = 'rgba(255, 0, 0, 1)';
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/**
* @property {number} scrollFactorX - speed at which this layer scrolls
* horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
*/
this.scrollFactorX = 1;
/**
* @property {number} scrollFactorY - speed at which this layer scrolls
* vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
*/
this.scrollFactorY = 1;
/**
* @property {boolean} dirty - Flag controlling when to re-render the layer.
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*/
this.dirty = true;
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/**
* @property {number} _cw - Local collision var.
* @private
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*/
this._cw = tilemap.tileWidth;
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/**
* @property {number} _ch - Local collision var.
* @private
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*/
this._ch = tilemap.tileHeight;
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/**
* @property {number} _ga - Local render loop var to help avoid gc spikes.
* @private
*/
this._ga = 1;
/**
* @property {number} _dx - Local render loop var to help avoid gc spikes.
* @private
*/
this._dx = 0;
/**
* @property {number} _dy - Local render loop var to help avoid gc spikes.
* @private
*/
this._dy = 0;
/**
* @property {number} _dw - Local render loop var to help avoid gc spikes.
* @private
*/
this._dw = 0;
/**
* @property {number} _dh - Local render loop var to help avoid gc spikes.
* @private
*/
this._dh = 0;
/**
* @property {number} _tx - Local render loop var to help avoid gc spikes.
* @private
*/
this._tx = 0;
/**
* @property {number} _ty - Local render loop var to help avoid gc spikes.
* @private
*/
this._ty = 0;
/**
* @property {number} _tw - Local render loop var to help avoid gc spikes.
* @private
*/
this._tw = 0;
/**
* @property {number} _th - Local render loop var to help avoid gc spikes.
* @private
*/
this._th = 0;
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/**
* @property {number} _tl - Local render loop var to help avoid gc spikes.
* @private
*/
this._tl = 0;
/**
* @property {number} _maxX - Local render loop var to help avoid gc spikes.
* @private
*/
this._maxX = 0;
/**
* @property {number} _maxY - Local render loop var to help avoid gc spikes.
* @private
*/
this._maxY = 0;
/**
* @property {number} _startX - Local render loop var to help avoid gc spikes.
* @private
*/
this._startX = 0;
/**
* @property {number} _startY - Local render loop var to help avoid gc spikes.
* @private
*/
this._startY = 0;
/**
* @property {array} _results - Local render loop var to help avoid gc spikes.
* @private
*/
this._results = [];
/**
* @property {number} _x - Private var.
* @private
*/
this._x = 0;
/**
* @property {number} _y - Private var.
* @private
*/
this._y = 0;
/**
* @property {number} _prevX - Private var.
* @private
*/
this._prevX = 0;
/**
* @property {number} _prevY - Private var.
* @private
*/
this._prevY = 0;
this.updateMax();
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};
Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype);
Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
/**
* Automatically called by World.postUpdate. Handles cache updates.
*
* @method Phaser.TilemapLayer#postUpdate
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Sprite.prototype.postUpdate.call(this);
// Stops you being able to auto-scroll the camera if it's not following a sprite
this.scrollX = this.game.camera.x * this.scrollFactorX;
this.scrollY = this.game.camera.y * this.scrollFactorY;
this.render();
}
/**
* Sets the world size to match the size of this layer.
*
* @method Phaser.TilemapLayer#resizeWorld
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.resizeWorld = function () {
this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels);
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}
/**
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* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it
* into a scrolled local space. Used primarily internally
* @method Phaser.TilemapLayer#_fixX
* @memberof Phaser.TilemapLayer
* @private
* @param {number} x - x coordinate in camera space
* @return {number} x coordinate in scrollFactor-adjusted dimensions
*/
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Phaser.TilemapLayer.prototype._fixX = function(x) {
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if (x < 0)
{
x = 0;
}
if (this.scrollFactorX === 1)
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{
return x;
}
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return this._x + (x - (this._x / this.scrollFactorX));
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}
/**
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* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it
* back to camera space. Used primarily internally
* @method Phaser.TilemapLayer#_unfixX
* @memberof Phaser.TilemapLayer
* @private
* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
* @return {number} x coordinate in camera space
*/
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Phaser.TilemapLayer.prototype._unfixX = function(x) {
if (this.scrollFactorX === 1)
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{
return x;
}
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return (this._x / this.scrollFactorX) + (x - this._x);
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}
/**
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
* into a scrolled local space. Used primarily internally
* @method Phaser.TilemapLayer#_fixY
* @memberof Phaser.TilemapLayer
* @private
* @param {number} y - y coordinate in camera space
* @return {number} y coordinate in scrollFactor-adjusted dimensions
*/
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Phaser.TilemapLayer.prototype._fixY = function(y) {
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if (y < 0)
{
y = 0;
}
if (this.scrollFactorY === 1)
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{
return y;
}
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return this._y + (y - (this._y / this.scrollFactorY));
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}
/**
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
* back to camera space. Used primarily internally
* @method Phaser.TilemapLayer#_unfixY
* @memberof Phaser.TilemapLayer
* @private
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
* @return {number} y coordinate in camera space
*/
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Phaser.TilemapLayer.prototype._unfixY = function(y) {
if (this.scrollFactorY === 1)
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{
return y;
}
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return (this._y / this.scrollFactorY) + (y - this._y);
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}
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/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileX
* @memberof Phaser.TilemapLayer
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* @param {number} x - X position of the point in target tile.
* @return {Phaser.Tile} The tile with specific properties.
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*/
Phaser.TilemapLayer.prototype.getTileX = function (x) {
// var tileWidth = this.tileWidth * this.scale.x;
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return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth;
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}
/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileY
* @memberof Phaser.TilemapLayer
* @param {number} y - Y position of the point in target tile.
* @return {Phaser.Tile} The tile with specific properties.
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*/
Phaser.TilemapLayer.prototype.getTileY = function (y) {
// var tileHeight = this.tileHeight * this.scale.y;
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return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight;
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}
/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileXY
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the point in target tile.
* @param {number} y - Y position of the point in target tile.
* @param {Phaser.Point|object} point - The Point object to set the x and y values on.
* @return {Phaser.Point|object} A Point object with its x and y properties set.
*/
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Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
point.x = this.getTileX(x);
point.y = this.getTileY(y);
return point;
}
/**
* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.
* @method Phaser.TilemapLayer#getTiles
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the top left corner.
* @param {number} y - Y position of the top left corner.
* @param {number} width - Width of the area to get.
* @param {number} height - Height of the area to get.
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
* @return {array} Array with tiles informations (each contains x, y, and the tile).
*/
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
if (typeof collides === 'undefined') { collides = false; }
// adjust the x,y coordinates for scrollFactor
x = this._fixX(x);
y = this._fixY(y);
if (width > this.layer.widthInPixels)
{
width = this.layer.widthInPixels;
}
if (height > this.layer.heightInPixels)
{
height = this.layer.heightInPixels;
}
// Convert the pixel values into tile coordinates
this._tx = this.game.math.snapToFloor(x, this._cw) / this._cw;
this._ty = this.game.math.snapToFloor(y, this._ch) / this._ch;
this._tw = (this.game.math.snapToCeil(width, this._cw) + this._cw) / this._cw;
this._th = (this.game.math.snapToCeil(height, this._ch) + this._ch) / this._ch;
// This should apply the layer x/y here
this._results.length = 0;
// var _tile = null;
for (var wy = this._ty; wy < this._ty + this._th; wy++)
{
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
{
if (this.layer.data[wy] && this.layer.data[wy][wx])
{
// _tile = this.layer.data[wy][wx];
// if (_tile && (collides === false || (collides && _tile.collides))
// {
if (collides === false || (collides && this.layer.data[wy][wx].canCollide))
{
// Convert tile coordinates back to camera space for return
var _wx = this._unfixX(wx * this._cw) / this._cw;
var _wy = this._unfixY(wy * this._ch) / this._ch;
this._results.push({
x: _wx * this._cw,
y: _wy * this._ch,
right: (_wx * this._cw) + this._cw,
bottom: (_wy * this._ch) + this._ch,
tile: this.layer.data[wy][wx],
layer: this.layer.data[wy][wx].layer
});
}
// }
}
}
}
return this._results;
}
/**
* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.
* This function also draws to the context all of the debug areas.
* @method Phaser.TilemapLayer#debugGetTiles
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the top left corner.
* @param {number} y - Y position of the top left corner.
* @param {number} width - Width of the area to get.
* @param {number} height - Height of the area to get.
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
* @return {array} Array with tiles informations (each contains x, y, and the tile).
Phaser.TilemapLayer.prototype.debugGetTiles = function (x, y, width, height, collides) {
if (this.tilemap === null)
{
return;
}
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
if (typeof collides === 'undefined') { collides = false; }
if (typeof debug === 'undefined') { debug = false; }
// adjust the x,y coordinates for scrollFactor
x = this._fixX(x);
y = this._fixY(y);
if (width > this.widthInPixels)
{
width = this.widthInPixels;
}
if (height > this.heightInPixels)
{
height = this.heightInPixels;
}
if (debug)
{
console.log('x', x, 'y', y, 'w', width, 'h', height);
}
// this.context.fillStyle = 'rgba(255,0,255,0.5)';
// this.context.fillRect(x, y, width, height);
var tileWidth = this.tileWidth * this.scale.x;
var tileHeight = this.tileHeight * this.scale.y;
// Convert the pixel values into tile coordinates
this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
if (debug)
{
console.log('tx', this._tx, 'ty', this._ty, 'tw', this._tw, 'th', this._th);
}
// this.context.fillRect(this._tx * tileWidth, this._ty * tileHeight, this._tw * tileWidth, this._th * tileHeight);
// This should apply the layer x/y here
this._results.length = 0;
var _index = 0;
var _tile = null;
var sx = 0;
var sy = 0;
this.context.fillStyle = 'rgba(255,0,0,1)';
// this.context.strokeStyle = 'rgba(0,0,0,1)';
for (var wy = this._ty; wy < this._ty + this._th; wy++)
{
if (debug)
{
console.log('wy', wy);
}
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
{
if (debug)
{
console.log('wx', wx);
}
if (this.layer.data[wy] && this.layer.data[wy][wx])
{
// Could combine
// _index = this.layer.data[wy][wx] - 1;
// _tile = this.tileset.getTile(_index);
_tile = this.layer.data[wy][wx];
if (debug)
{
console.log('tile', _tile);
}
if (_tile)
{
// sx = _tile.width * this.scale.x;
// sy = _tile.height * this.scale.y;
sx = this.tileWidth * this.scale.x;
sy = this.tileHeight * this.scale.y;
if (collides === false || (collides && _tile.collides))
{
if (debug)
{
this.context.fillRect(_tile.x * this.tileWidth, _tile.y * this.tileHeight, this.tileWidth, this.tileHeight);
}
// this.context.strokeRect(_tile.x * this.tileWidth, _tile.y * this.tileHeight, this.tileWidth, this.tileHeight);
// convert tile coordinates back to camera space for return
var _wx = this._unfixX(wx * sx) / this.tileWidth;
var _wy = this._unfixY(wy * sy) / this.tileHeight;
this._results.push({
x: _wx * sx,
y: _wy * sy,
width: sx,
height: sy,
right: (_wx * sx) + sx,
bottom: (_wy * sy) + sy,
tx: _wx,
ty: _wy,
tile: _tile
});
}
}
}
}
}
return this._results;
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}
*/
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/**
* Internal function to update maximum values.
* @method Phaser.TilemapLayer#updateMax
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.updateMax = function () {
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this._maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1;
this._maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1;
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if (this.layer)
{
if (this._maxX > this.layer.width)
{
this._maxX = this.layer.width;
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}
if (this._maxY > this.layer.height)
{
this._maxY = this.layer.height;
}
}
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this.dirty = true;
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// console.log('updateMax', this._maxX, this._maxY, 'px', this.layer.widthInPixels, this.layer.heightInPixels, 'rwh', this.layer.width, this.layer.height);
}
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/**
* Renders the tiles to the layer canvas and pushes to the display.
* @method Phaser.TilemapLayer#render
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.render = function () {
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if (this.layer.dirty)
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{
this.dirty = true;
}
if (!this.dirty || !this.visible)
{
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return;
}
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this._prevX = this._dx;
this._prevY = this._dy;
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this._dx = -(this._x - (this._startX * this.map.tileWidth));
this._dy = -(this._y - (this._startY * this.map.tileHeight));
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this._tx = this._dx;
this._ty = this._dy;
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this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.context.fillStyle = this.tileColor;
var tile;
var set;
var ox = 0;
var oy = 0;
if (this.debug)
{
this.context.globalAlpha = this.debugAlpha;
}
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
{
this._column = this.layer.data[y];
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for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
{
if (this._column[x])
{
tile = this._column[x];
if (this.map.tiles[tile.index])
{
set = this.map.tilesets[this.map.tiles[tile.index][2]]
if (set.image)
{
if (this.debug === false && tile.alpha !== this.context.globalAlpha)
{
this.context.globalAlpha = tile.alpha;
}
if (set.tileWidth !== this.map.tileWidth || set.tileHeight !== this.map.tileHeight)
{
// TODO: Smaller sized tile check
this.context.drawImage(
this.map.tilesets[this.map.tiles[tile.index][2]].image,
this.map.tiles[tile.index][0],
this.map.tiles[tile.index][1],
set.tileWidth,
set.tileHeight,
Math.floor(this._tx),
Math.floor(this._ty) - (set.tileHeight - this.map.tileHeight),
set.tileWidth,
set.tileHeight
);
}
else
{
this.context.drawImage(
this.map.tilesets[this.map.tiles[tile.index][2]].image,
this.map.tiles[tile.index][0],
this.map.tiles[tile.index][1],
this.map.tileWidth,
this.map.tileHeight,
Math.floor(this._tx),
Math.floor(this._ty),
this.map.tileWidth,
this.map.tileHeight
);
}
}
else
{
this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight);
}
}
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}
this._tx += this.map.tileWidth;
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}
this._tx = this._dx;
this._ty += this.map.tileHeight;
}
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if (this.debug)
{
this.context.globalAlpha = 1;
this.renderDebug();
}
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
if (this.game.renderType === Phaser.WEBGL)
{
PIXI.texturesToUpdate.push(this.baseTexture);
}
this.dirty = false;
this.layer.dirty = false;
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return true;
}
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/**
* Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true.
* @method Phaser.TilemapLayer#renderDebug
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.renderDebug = function () {
this._tx = this._dx;
this._ty = this._dy;
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this.context.strokeStyle = this.debugColor;
this.context.fillStyle = this.debugFillColor;
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
{
this._column = this.layer.data[y];
for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
{
var tile = this._column[x];
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
{
this._tx = Math.floor(this._tx);
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if (this.debugFill)
{
this.context.fillRect(this._tx, this._ty, this._cw, this._ch);
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}
this.context.beginPath();
if (tile.faceTop)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx + this._cw, this._ty);
}
if (tile.faceBottom)
{
this.context.moveTo(this._tx, this._ty + this._ch);
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
}
if (tile.faceLeft)
{
this.context.moveTo(this._tx, this._ty);
this.context.lineTo(this._tx, this._ty + this._ch);
}
if (tile.faceRight)
{
this.context.moveTo(this._tx + this._cw, this._ty);
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
}
this.context.stroke();
}
// Collision callback
if (tile && (tile.collisionCallback || tile.layer.callbacks[tile.index]))
{
this.context.fillStyle = this.debugCallbackColor;
this.context.fillRect(this._tx, this._ty, this._cw, this._ch);
this.context.fillStyle = this.debugFillColor;
}
this._tx += this.map.tileWidth;
}
this._tx = this._dx;
this._ty += this.map.tileHeight;
}
}
/**
* @name Phaser.TilemapLayer#scrollX
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
get: function () {
return this._x;
},
set: function (value) {
// if (value !== this._x && value >= 0 && this.layer && this.layer.widthInPixels > this.width)
if (value !== this._x && value >= 0 && this.layer.widthInPixels > this.width)
{
this._x = value;
if (this._x > (this.layer.widthInPixels - this.width))
{
this._x = this.layer.widthInPixels - this.width;
}
this._startX = this.game.math.floor(this._x / this.map.tileWidth);
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startX + this._maxX > this.layer.width)
{
this._startX = this.layer.width - this._maxX;
}
this.dirty = true;
}
}
});
/**
* @name Phaser.TilemapLayer#scrollY
* @property {number} scrollY - Scrolls the map vertically or returns the current y position.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
get: function () {
return this._y;
},
set: function (value) {
// if (value !== this._y && value >= 0 && this.layer && this.heightInPixels > this.renderHeight)
if (value !== this._y && value >= 0 && this.layer.heightInPixels > this.height)
{
this._y = value;
if (this._y > (this.layer.heightInPixels - this.height))
{
this._y = this.layer.heightInPixels - this.height;
}
this._startY = this.game.math.floor(this._y / this.map.tileHeight);
if (this._startY < 0)
{
this._startY = 0;
}
if (this._startY + this._maxY > this.layer.height)
{
this._startY = this.layer.height - this._maxY;
}
this.dirty = true;
}
}
});
/**
* @name Phaser.TilemapLayer#collisionWidth
* @property {number} collisionWidth - The width of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
get: function () {
return this._cw;
},
set: function (value) {
this._cw = value;
this.dirty = true;
}
});
/**
* @name Phaser.TilemapLayer#collisionHeight
* @property {number} collisionHeight - The height of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
get: function () {
return this._ch;
},
set: function (value) {
this._ch = value;
this.dirty = true;
}
});