phaser/Phaser/system/TilemapLayer.js

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2013-08-11 23:52:35 +00:00
/// <reference path="../Game.ts" />
/**
* Phaser - TilemapLayer
*
* A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
*/
var Phaser;
(function (Phaser) {
var TilemapLayer = (function () {
/**
* TilemapLayer constructor
* Create a new <code>TilemapLayer</code>.
*
* @param game {Phaser.Game} Current game instance.
* @param parent {Tilemap} The tilemap that contains this layer.
* @param key {string} Asset key for this map.
* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
* @param name {string} Name of this layer, so you can get this layer by its name.
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
*/
function TilemapLayer(game, parent, key, mapFormat, name, tileWidth, tileHeight) {
this._startX = 0;
this._startY = 0;
this._maxX = 0;
this._maxY = 0;
this._tx = 0;
this._ty = 0;
this._dx = 0;
this._dy = 0;
this._oldCameraX = 0;
this._oldCameraY = 0;
/**
* Opacity of this layer.
* @type {number}
*/
this.alpha = 1;
/**
* Controls whether update() and draw() are automatically called.
* @type {boolean}
*/
this.exists = true;
/**
* Controls whether draw() are automatically called.
* @type {boolean}
*/
this.visible = true;
/**
* How many tiles in each row.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.widthInTiles = 0;
/**
* How many tiles in each column.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.heightInTiles = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.widthInPixels = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.heightInPixels = 0;
/**
* Distance between REAL tiles to the tileset texture bound.
* @type {number}
*/
this.tileMargin = 0;
/**
* Distance between every 2 neighbor tile in the tileset texture.
* @type {number}
*/
this.tileSpacing = 0;
this._game = game;
this._parent = parent;
this.name = name;
this.mapFormat = mapFormat;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Rectangle();
//this.scrollFactor = new MicroPoint(1, 1);
this.canvas = game.stage.canvas;
this.context = game.stage.context;
this.mapData = [];
this._tempTileBlock = [];
this._texture = this._game.cache.getImage(key);
}
TilemapLayer.prototype.putTile = /**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
*/
function (x, y, index) {
x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if(y >= 0 && y < this.mapData.length) {
if(x >= 0 && x < this.mapData[y].length) {
this.mapData[y][x] = index;
}
}
};
TilemapLayer.prototype.swapTile = /**
* Swap tiles with 2 kinds of indexes.
* @param tileA {number} First tile index.
* @param tileB {number} Second tile index.
* @param [x] {number} specify a rectangle of tiles to operate. The x position in tiles of rectangle's left-top corner.
* @param [y] {number} specify a rectangle of tiles to operate. The y position in tiles of rectangle's left-top corner.
* @param [width] {number} specify a rectangle of tiles to operate. The width in tiles.
* @param [height] {number} specify a rectangle of tiles to operate. The height in tiles.
*/
function (tileA, tileB, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.widthInTiles; }
if (typeof height === "undefined") { height = this.heightInTiles; }
this.getTempBlock(x, y, width, height);
for(var r = 0; r < this._tempTileBlock.length; r++) {
// First sweep marking tileA as needing a new index
if(this._tempTileBlock[r].tile.index == tileA) {
this._tempTileBlock[r].newIndex = true;
}
// In the same pass we can swap tileB to tileA
if(this._tempTileBlock[r].tile.index == tileB) {
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
}
}
for(var r = 0; r < this._tempTileBlock.length; r++) {
// And now swap our newIndex tiles for tileB
if(this._tempTileBlock[r].newIndex == true) {
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
};
TilemapLayer.prototype.fillTile = /**
* Fill a tile block with a specific tile index.
* @param index {number} Index of tiles you want to fill with.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
function (index, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.widthInTiles; }
if (typeof height === "undefined") { height = this.heightInTiles; }
this.getTempBlock(x, y, width, height);
for(var r = 0; r < this._tempTileBlock.length; r++) {
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
}
};
TilemapLayer.prototype.randomiseTiles = /**
* Set random tiles to a specific tile block.
* @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
function (tiles, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.widthInTiles; }
if (typeof height === "undefined") { height = this.heightInTiles; }
this.getTempBlock(x, y, width, height);
for(var r = 0; r < this._tempTileBlock.length; r++) {
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this._game.math.getRandom(tiles);
}
};
TilemapLayer.prototype.replaceTile = /**
* Replace one kind of tiles to another kind.
* @param tileA {number} Index of tiles you want to replace.
* @param tileB {number} Index of tiles you want to set.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
function (tileA, tileB, x, y, width, height) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.widthInTiles; }
if (typeof height === "undefined") { height = this.heightInTiles; }
this.getTempBlock(x, y, width, height);
for(var r = 0; r < this._tempTileBlock.length; r++) {
if(this._tempTileBlock[r].tile.index == tileA) {
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
};
TilemapLayer.prototype.getTileBlock = /**
* Get a tile block with specific position and size.(both are in tiles)
* @param x {number} X position of block's left-top corner.
* @param y {number} Y position of block's left-top corner.
* @param width {number} Width of block.
* @param height {number} Height of block.
*/
function (x, y, width, height) {
var output = [];
this.getTempBlock(x, y, width, height);
for(var r = 0; r < this._tempTileBlock.length; r++) {
output.push({
x: this._tempTileBlock[r].x,
y: this._tempTileBlock[r].y,
tile: this._tempTileBlock[r].tile
});
}
return output;
};
TilemapLayer.prototype.getTileFromWorldXY = /**
* Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
* @param x {number} X position of the point in target tile.
* @param x {number} Y position of the point in target tile.
*/
function (x, y) {
x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
return this.getTileIndex(x, y);
};
TilemapLayer.prototype.getTileOverlaps = /**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
*/
function (object) {
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
if(object.collisionMask.x < 0 || object.collisionMask.x > this.widthInPixels || object.collisionMask.y < 0 || object.collisionMask.bottom > this.heightInPixels) {
return;
}
// What tiles do we need to check against?
this._tempTileX = this._game.math.snapToFloor(object.collisionMask.x, this.tileWidth) / this.tileWidth;
this._tempTileY = this._game.math.snapToFloor(object.collisionMask.y, this.tileHeight) / this.tileHeight;
this._tempTileW = (this._game.math.snapToCeil(object.collisionMask.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
this._tempTileH = (this._game.math.snapToCeil(object.collisionMask.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
this._tempBlockResults = [];
this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
Phaser.Collision.TILE_OVERLAP = false;
for(var r = 0; r < this._tempTileBlock.length; r++) {
if(Phaser.Collision.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true) {
this._tempBlockResults.push({
x: this._tempTileBlock[r].x,
y: this._tempTileBlock[r].y,
tile: this._tempTileBlock[r].tile
});
}
}
return this._tempBlockResults;
};
TilemapLayer.prototype.getTempBlock = /**
* Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock)
* @param x {number} X position of block's left-top corner.
* @param y {number} Y position of block's left-top corner.
* @param width {number} Width of block.
* @param height {number} Height of block.
* @param collisionOnly {boolean} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
*/
function (x, y, width, height, collisionOnly) {
if (typeof collisionOnly === "undefined") { collisionOnly = false; }
if(x < 0) {
x = 0;
}
if(y < 0) {
y = 0;
}
if(width > this.widthInTiles) {
width = this.widthInTiles;
}
if(height > this.heightInTiles) {
height = this.heightInTiles;
}
this._tempTileBlock = [];
for(var ty = y; ty < y + height; ty++) {
for(var tx = x; tx < x + width; tx++) {
if(collisionOnly) {
// We only want to consider the tile for checking if you can actually collide with it
if(this.mapData[ty] && this.mapData[ty][tx] && this._parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Collision.NONE) {
this._tempTileBlock.push({
x: tx,
y: ty,
tile: this._parent.tiles[this.mapData[ty][tx]]
});
}
} else {
if(this.mapData[ty] && this.mapData[ty][tx]) {
this._tempTileBlock.push({
x: tx,
y: ty,
tile: this._parent.tiles[this.mapData[ty][tx]]
});
}
}
}
}
};
TilemapLayer.prototype.getTileIndex = /**
* Get the tile index of specific position (in tiles).
* @param x {number} X position of the tile.
* @param y {number} Y position of the tile.
* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
*/
function (x, y) {
if(y >= 0 && y < this.mapData.length) {
if(x >= 0 && x < this.mapData[y].length) {
return this.mapData[y][x];
}
}
return null;
};
TilemapLayer.prototype.addColumn = /**
* Add a column of tiles into the layer.
* @param column {string[]/number[]} An array of tile indexes to be added.
*/
function (column) {
var data = [];
for(var c = 0; c < column.length; c++) {
data[c] = parseInt(column[c]);
}
if(this.widthInTiles == 0) {
this.widthInTiles = data.length;
this.widthInPixels = this.widthInTiles * this.tileWidth;
}
this.mapData.push(data);
this.heightInTiles++;
this.heightInPixels += this.tileHeight;
};
TilemapLayer.prototype.updateBounds = /**
* Update boundsInTiles with widthInTiles and heightInTiles.
*/
function () {
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
};
TilemapLayer.prototype.parseTileOffsets = /**
* Parse tile offsets from map data.
* @return {number} length of _tileOffsets array.
*/
function () {
this._tileOffsets = [];
var i = 0;
if(this.mapFormat == Phaser.Tilemap.FORMAT_TILED_JSON) {
// For some reason Tiled counts from 1 not 0
this._tileOffsets[0] = null;
i = 1;
}
for(var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing)) {
for(var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing)) {
this._tileOffsets[i] = {
x: tx,
y: ty
};
i++;
}
}
return this._tileOffsets.length;
};
TilemapLayer.prototype.renderDebugInfo = function (x, y, color) {
if (typeof color === "undefined") { color = 'rgb(255,255,255)'; }
this.context.fillStyle = color;
this.context.fillText('TilemapLayer: ' + this.name, x, y);
this.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
this.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
this.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
};
TilemapLayer.prototype.render = /**
* Render this layer to a specific camera with offset to camera.
* @param camera {Camera} The camera the layer is going to be rendered.
* @param dx {number} X offset to the camera.
* @param dy {number} Y offset to the camera.
* @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed.
*/
function (camera, dx, dy) {
if(this.visible === false || this.alpha < 0.1) {
return false;
}
// Work out how many tiles we can fit into our camera and round it up for the edges
this._maxX = this._game.math.ceil(camera.width / this.tileWidth) + 1;
this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth);
this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight);
// Tilemap bounds check
if(this._startX < 0) {
this._startX = 0;
}
if(this._startY < 0) {
this._startY = 0;
}
if(this._maxX > this.widthInTiles) {
this._maxX = this.widthInTiles;
}
if(this._maxY > this.heightInTiles) {
this._maxY = this.heightInTiles;
}
if(this._startX + this._maxX > this.widthInTiles) {
this._startX = this.widthInTiles - this._maxX;
}
if(this._startY + this._maxY > this.heightInTiles) {
this._startY = this.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
this._dx = dx;
this._dy = dy;
this._dx += -(camera.worldView.x - (this._startX * this.tileWidth));
this._dy += -(camera.worldView.y - (this._startY * this.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Apply camera difference
/*
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
*/
// Alpha
if(this.alpha !== 1) {
var globalAlpha = this.context.globalAlpha;
this.context.globalAlpha = this.alpha;
}
for(var row = this._startY; row < this._startY + this._maxY; row++) {
this._columnData = this.mapData[row];
for(var tile = this._startX; tile < this._startX + this._maxX; tile++) {
if(this._tileOffsets[this._columnData[tile]]) {
this.context.drawImage(this._texture, // Source Image
this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
this._tileOffsets[this._columnData[tile]].y, // Source Y
this.tileWidth, // Source Width
this.tileHeight, // Source Height
this._tx, // Destination X (where on the canvas it'll be drawn)
this._ty, // Destination Y
this.tileWidth, // Destination Width (always same as Source Width unless scaled)
this.tileHeight);
// Destination Height (always same as Source Height unless scaled)
}
this._tx += this.tileWidth;
}
this._tx = this._dx;
this._ty += this.tileHeight;
}
if(globalAlpha > -1) {
this.context.globalAlpha = globalAlpha;
}
return true;
};
return TilemapLayer;
})();
Phaser.TilemapLayer = TilemapLayer;
})(Phaser || (Phaser = {}));