phaser/src/tilemaps/TilemapCreator.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 GameObjectCreator = require('../gameobjects/GameObjectCreator');
var ParseToTilemap = require('./ParseToTilemap');
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/**
* @typedef {object} TilemapConfig
*
* @property {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
* @property {integer[][]} [data] - Instead of loading from the cache, you can also load directly from a 2D array of tile indexes.
* @property {integer} [tileWidth=32] - The width of a tile in pixels.
* @property {integer} [tileHeight=32] - The height of a tile in pixels.
* @property {integer} [width=10] - The width of the map in tiles.
* @property {integer} [height=10] - The height of the map in tiles.
* @property {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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/**
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
* 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.GameObjectCreator#tilemap
* @since 3.0.0
*
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* @param {TilemapConfig} [config] - The config options for the Tilemap.
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*
* @return {Phaser.Tilemaps.Tilemap}
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*/
GameObjectCreator.register('tilemap', function (config)
{
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// Defaults are applied in ParseToTilemap
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var c = (config !== undefined) ? config : {};
return ParseToTilemap(
this.scene,
c.key,
c.tileWidth,
c.tileHeight,
c.width,
c.height,
c.data,
c.insertNull
);
});