2018-02-07 17:10:01 +00:00
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var GameObjectFactory = require('../gameobjects/GameObjectFactory');
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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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* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
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2017-11-29 19:53:05 +00:00
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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.GameObjectFactory#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 {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
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2017-11-29 21:07:56 +00:00
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* @param {integer} [tileWidth=32] - The width of a tile in pixels. Pass in `null` to leave as the
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2017-11-29 19:46:29 +00:00
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* default.
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2017-11-29 21:07:56 +00:00
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* @param {integer} [tileHeight=32] - The height of a tile in pixels. Pass in `null` to leave as the
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2017-11-29 19:46:29 +00:00
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* default.
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2017-11-29 21:07:56 +00:00
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* @param {integer} [width=10] - The width of the map in tiles. Pass in `null` to leave as the
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2017-11-29 19:46:29 +00:00
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* default.
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2017-11-29 21:07:56 +00:00
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* @param {integer} [height=10] - The height of the map in tiles. Pass in `null` to leave as the
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2017-11-29 19:46:29 +00:00
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* default.
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2017-11-29 21:07:56 +00:00
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* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
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* a 2D array of tile indexes. Pass in `null` for no data.
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2017-11-29 19:46:29 +00:00
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* @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the
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* map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
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* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
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* the tile data doesn't need to change then setting this value to `true` will help with memory
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* consumption. However if your map is small or you need to update the tiles dynamically, then leave
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* 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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2017-11-17 21:55:12 +00:00
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GameObjectFactory.register('tilemap', function (key, tileWidth, tileHeight, width, height, data, insertNull)
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2017-11-11 16:38:52 +00:00
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{
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2017-11-29 19:46:29 +00:00
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// Allow users to specify null to indicate that they want the default value, since null is
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// shorter & more legible than undefined. Convert null to undefined to allow ParseToTilemap
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// defaults to take effect.
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2018-02-07 23:27:01 +00:00
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2017-11-17 21:55:12 +00:00
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if (key === null) { key = undefined; }
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if (tileWidth === null) { tileWidth = undefined; }
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if (tileHeight === null) { tileHeight = undefined; }
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if (width === null) { width = undefined; }
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if (height === null) { height = undefined; }
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2017-11-11 16:38:52 +00:00
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2017-11-17 21:55:12 +00:00
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return ParseToTilemap(this.scene, key, tileWidth, tileHeight, width, height, data, insertNull);
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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 GameObjectFactory context.
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//
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// There are several properties available to use:
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//
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// this.scene - a reference to the Scene that owns the GameObjectFactory
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// this.displayList - a reference to the Display List the Scene owns
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// this.updateList - a reference to the Update List the Scene owns
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