Tilemap & Dynamic: new method for putting a 2D array of tiles at a location

This commit is contained in:
Michael Hadley 2017-11-29 21:59:11 -06:00
parent e548b73e80
commit 1be6d7a681
4 changed files with 78 additions and 0 deletions

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@ -836,6 +836,23 @@ var Tilemap = new Class({
return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used. This
* cannot be applied to StaticTilemapLayers.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces, layer)
{
layer = this.getLayer(layer);
if (this._isStaticCall(layer, 'putTilesAt')) { return this; }
if (layer !== null)
{
TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, layer);
}
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used. This
* cannot be applied to StaticTilemapLayers.

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@ -0,0 +1,49 @@
var CalculateFacesWithin = require('./CalculateFacesWithin');
var PutTileAt = require('./PutTileAt');
/**
* Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified
* layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile,
* all attributes will be copied over to the specified location. If you pass in an index, only the
* index at the specified location will be changed. Collision information will be recalculated
* within the region tiles were changed.
*
* @param {integer[]|integer[][]|Tile[]|Tile[][]} tile - A row (array) or grid (2D array) of Tiles
* or tile indexes to place.
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {LayerData} layer - [description]
*/
var PutTilesAt = function (tilesArray, tileX, tileY, recalculateFaces, layer)
{
if (!Array.isArray(tilesArray)) { return null; }
if (recalculateFaces === undefined) { recalculateFaces = true; }
// Force the input array to be a 2D array
if (!Array.isArray(tilesArray[0]))
{
tilesArray = [ tilesArray ];
}
var height = tilesArray.length;
var width = tilesArray[0].length;
for (var ty = 0; ty < height; ty++)
{
for (var tx = 0; tx < width; tx++)
{
var tile = tilesArray[ty][tx];
PutTileAt(tile, tileX + tx, tileY + ty, false, layer);
}
}
if (recalculateFaces)
{
// Recalculate the faces within the destination area and neighboring tiles
CalculateFacesWithin(tileX - 1, tileY - 1, width + 2, height + 2, layer);
}
};
module.exports = PutTilesAt;

View file

@ -17,6 +17,7 @@ module.exports = {
IsInLayerBounds: require('./IsInLayerBounds'),
PutTileAt: require('./PutTileAt'),
PutTileAtWorldXY: require('./PutTileAtWorldXY'),
PutTilesAt: require('./PutTilesAt'),
Randomize: require('./Randomize'),
CalculateFacesWithin: require('./CalculateFacesWithin'),
RemoveTileAt: require('./RemoveTileAt'),

View file

@ -284,6 +284,17 @@ var DynamicTilemapLayer = new Class({
return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces)
{
TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*