phaser/v3/src/gameobjects/tilemap/dynamiclayer/DynamicTilemapLayer.js

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var Class = require('../../../utils/Class');
var GameObject = require('../../GameObject');
var Components = require('../../components');
var DynamicTilemapLayerRender = require('./DynamicTilemapLayerRender');
var TilemapComponents = require('../components');
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var DynamicTilemapLayer = new Class({
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Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Flip,
Components.GetBounds,
Components.Origin,
Components.RenderTarget,
Components.ScaleMode,
Components.Size,
Components.Texture,
Components.Transform,
Components.Visible,
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Components.ScrollFactor,
DynamicTilemapLayerRender
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],
initialize:
function DynamicTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
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{
GameObject.call(this, scene, 'DynamicTilemapLayer');
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this.map = tilemap;
this.layerIndex = layerIndex;
this.layer = tilemap.layers[layerIndex];
this.tileset = tileset;
// Link the layer data with this dynamic tilemap layer
this.layer.tilemapLayer = this;
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this.culledTiles = [];
this.setTexture(tileset.image.key);
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this.setPosition(x, y);
this.setSizeToFrame();
this.setOrigin();
this.setSize(this.map.tileWidth * this.layer.width, this.map.tileheight * this.layer.height);
this.skipIndexZero = false;
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},
getTotalTileCount: function ()
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{
return this.tileArray.length;
},
getVisibleTileCount: function (camera)
{
return this.cull(camera).length;
},
cull: function (camera)
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{
var mapData = this.layer.data;
var mapWidth = this.layer.width;
var mapHeight = this.layer.height;
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var culledTiles = this.culledTiles;
var scrollX = camera.scrollX * this.scrollFactorX;
var scrollY = camera.scrollY * this.scrollFactorY;
var cameraW = camera.width;
var cameraH = camera.height;
culledTiles.length = 0;
for (var row = 0; row < mapHeight; ++row)
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{
for (var col = 0; col < mapWidth; ++col)
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{
var tile = mapData[row][col];
if (tile === null || (tile.index <= 0 && this.skipIndexZero)) { continue; }
var tileX = tile.worldX - scrollX;
var tileY = tile.worldY - scrollY;
var tileW = tile.width;
var tileH = tile.height;
var cullW = cameraW + tileW;
var cullH = cameraH + tileH;
if (tile.visible &&
tileX > -tileW && tileY > -tileH &&
tileX < cullW && tileY < cullH)
{
culledTiles.push(tile);
}
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}
}
return culledTiles;
},
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY)
{
TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, this.layer);
return this;
},
destroy: function ()
{
this.layer.tilemapLayer = undefined;
this.map = undefined;
this.layer = undefined;
this.tileset = undefined;
this.culledTiles.length = 0;
GameObject.prototype.destroy.call(this);
},
fill: function (index, tileX, tileY, width, height)
{
TilemapComponents.Fill(index, tileX, tileY, width, height, this.layer);
return this;
},
findByIndex: function (findIndex, skip, reverse)
{
return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
},
forEachTile: function (callback, context, tileX, tileY, width, height)
{
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, this.layer);
return this;
},
getTileAt: function (tileX, tileY, nonNull)
{
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return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
},
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getTileAtWorldXY: function (worldX, worldY, nonNull)
{
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, this.layer);
},
getTilesWithin: function (tileX, tileY, width, height)
{
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, this.layer);
},
hasTileAt: function (tileX, tileY)
{
return TilemapComponents.HasTileAt(tileX, tileY, this.layer);
},
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putTile: function (tile, tileX, tileY)
{
return TilemapComponents.PutTile(tile, tileX, tileY, this.layer);
},
randomize: function (tileX, tileY, width, height, indices)
{
TilemapComponents.Randomize(tileX, tileY, width, height, indices, this.layer);
return this;
},
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removeTile: function (tileX, tileY, replaceWithNull)
{
return TilemapComponents.RemoveTile(tileX, tileY, replaceWithNull, this.layer);
},
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height)
{
TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer);
return this;
},
shuffle: function (tileX, tileY, width, height)
{
TilemapComponents.Shuffle(tileX, tileY, width, height, this.layer);
return this;
},
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swapByIndex: function (indexA, indexB, tileX, tileY, width, height)
{
TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer);
return this;
},
worldToTileX: function (worldX, camera)
{
return TilemapComponents.WorldToTileX(worldX, camera, this.layer);
},
worldToTileY: function (worldY, camera)
{
return TilemapComponents.WorldToTileY(worldY, camera, this.layer);
},
worldToTileXY: function (worldX, worldY, point, camera)
{
return TilemapComponents.WorldToTileXY(worldX, worldY, point, camera, this.layer);
}
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});
module.exports = DynamicTilemapLayer;