Merge remote-tracking branch 'origin/master'

This commit is contained in:
Pavle Goloskokovic 2017-11-30 13:37:41 +01:00
commit 26956d3172
59 changed files with 1788 additions and 407 deletions

View file

@ -65,7 +65,6 @@ var Camera = new Class({
this._id = 0;
},
cameraToWorld: require('./inc/CameraToWorld'),
centerToBounds: require('./inc/CenterToBounds'),
centerToSize: require('./inc/CenterToSize'),
cull: require('./inc/Cull'),
@ -74,6 +73,7 @@ var Camera = new Class({
destroy: require('./inc/Destroy'),
fade: require('./inc/Fade'),
flash: require('./inc/Flash'),
getWorldPoint: require('./inc/GetWorldPoint'),
ignore: require('./inc/Ignore'),
preRender: require('./inc/PreRender'),
removeBounds: require('./inc/RemoveBounds'),
@ -93,8 +93,7 @@ var Camera = new Class({
startFollow: require('./inc/StartFollow'),
stopFollow: require('./inc/StopFollow'),
toJSON: require('./inc/ToJSON'),
update: require('./inc/Update'),
worldToCamera: require('./inc/WorldToCamera')
update: require('./inc/Update')
});

View file

@ -1,4 +1,6 @@
var CameraToWorld = function (pointIn, pointOut)
var Vector2 = require('../../../math/Vector2');
var GetWorldPoint = function (screenPoint, output)
{
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
@ -13,7 +15,7 @@ var CameraToWorld = function (pointIn, pointOut)
if (!determinant)
{
return pointIn;
return screenPoint;
}
determinant = 1 / determinant;
@ -29,19 +31,19 @@ var CameraToWorld = function (pointIn, pointOut)
var zoom = this.zoom;
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var x = pointIn.x + ((scrollX * c - scrollY * s) * zoom);
var y = pointIn.y + ((scrollX * s + scrollY * c) * zoom);
var x = screenPoint.x + ((scrollX * c - scrollY * s) * zoom);
var y = screenPoint.y + ((scrollX * s + scrollY * c) * zoom);
if (!pointOut)
if (!output)
{
pointOut = { x: 0, y: 0 };
output = new Vector2();
}
/* Apply transform to point */
pointOut.x = (x * ima + y * imc + ime);
pointOut.y = (x * imb + y * imd + imf);
output.x = (x * ima + y * imc + ime);
output.y = (x * imb + y * imd + imf);
return pointOut;
return output;
};
module.exports = CameraToWorld;
module.exports = GetWorldPoint;

View file

@ -1,65 +0,0 @@
var TransformMatrix = require('../../../gameobjects/components/TransformMatrix');
var matrix0 = new TransformMatrix(1, 0, 0, 1, 0, 0);
var matrix1 = new TransformMatrix(1, 0, 0, 1, 0, 0);
var WorldToCamera = function (pointIn, pointOut)
{
if (!pointOut)
{
pointOut = { x: pointIn.x, y: pointIn.y };
}
var cameraMatrix = this.matrix.matrix;
var mva = cameraMatrix[0];
var mvb = cameraMatrix[1];
var mvc = cameraMatrix[2];
var mvd = cameraMatrix[3];
var mve = cameraMatrix[4];
var mvf = cameraMatrix[5];
/* First Invert Matrix */
var determinant = (mva * mvd) - (mvb * mvc);
if (!determinant)
{
return pointIn;
}
determinant = 1 / determinant;
var ima = mvd * determinant;
var imb = -mvb * determinant;
var imc = -mvc * determinant;
var imd = mva * determinant;
var ime = (mvc * mvf - mvd * mve) * determinant;
var imf = (mvb * mve - mva * mvf) * determinant;
matrix0.matrix[0] = ima;
matrix0.matrix[1] = imb;
matrix0.matrix[2] = imc;
matrix0.matrix[3] = imd;
matrix0.matrix[4] = ime;
matrix0.matrix[5] = imf;
//var c = Math.cos(this.rotation);
//var s = Math.sin(this.rotation);
var zoom = this.zoom;
var scrollX = this.scrollX;
var scrollY = this.scrollY;
var x = pointIn.x;// + scrollX * zoom;
var y = pointIn.y;// + scrollY * zoom;
//var x = pointIn.x - ((scrollX * c - scrollY * s) * zoom);
//var y = pointIn.y - ((scrollX * s + scrollY * c) * zoom);
matrix1.applyITRS(scrollX, scrollY, 0.0, zoom, zoom);
//matrix1.invert();
//matrix0.invert();
matrix0.multiply(matrix1);
pointOut = matrix0.transformPoint(x, y, pointOut);
return pointOut;
};
module.exports = WorldToCamera;

View file

@ -244,6 +244,11 @@ var GameObject = new Class({
*/
destroy: function ()
{
if (this.preDestroy)
{
this.preDestroy();
}
this.scene.sys.displayList.remove(this);
this.scene.sys.updateList.remove(this);

View file

@ -90,11 +90,6 @@ var TextStyle = new Class({
syncFont: function (canvas, context)
{
if (this.rtl)
{
canvas.dir = 'rtl';
}
context.font = this.font;
context.textBaseline = 'alphabetic';

View file

@ -1,11 +1,12 @@
var Class = require('../../../utils/Class');
var GameObject = require('../../GameObject');
var Components = require('../../components');
var AddToDOM = require('../../../dom/AddToDOM');
var CanvasPool = require('../../../display/canvas/CanvasPool');
var Class = require('../../../utils/Class');
var Components = require('../../components');
var GameObject = require('../../GameObject');
var GetTextSize = require('../GetTextSize');
var RemoveFromDOM = require('../../../dom/RemoveFromDOM');
var TextRender = require('./TextRender');
var TextStyle = require('../TextStyle');
var GetTextSize = require('../GetTextSize');
var Text = new Class({
@ -32,10 +33,6 @@ var Text = new Class({
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (text === undefined) { text = ''; }
// Cast to string whatever our value may be (numeric, etc)
text = text.toString();
GameObject.call(this, scene, 'Text');
@ -64,7 +61,8 @@ var Text = new Class({
*/
this.splitRegExp = /(?:\r\n|\r|\n)/;
this.text = (Array.isArray(text)) ? text.join('\n') : text;
// This is populated in this.setText
this.text = '';
this.resolution = 1;
@ -81,10 +79,9 @@ var Text = new Class({
this.canvasTexture = null;
this.dirty = false;
if (text !== '')
{
this.updateText();
}
this.initRTL();
this.setText(text);
var _this = this;
@ -95,6 +92,32 @@ var Text = new Class({
});
},
initRTL: function ()
{
if (!this.style.rtl)
{
return;
}
// Here is where the crazy starts.
//
// Due to browser implementation issues, you cannot fillText BiDi text to a canvas
// that is not part of the DOM. It just completely ignores the direction property.
this.canvas.dir = 'rtl';
// Experimental atm, but one day ...
this.context.direction = 'rtl';
// Add it to the DOM, but hidden within the parent canvas.
this.canvas.style.display = 'none';
AddToDOM(this.canvas, this.scene.sys.canvas);
// And finally we set the x origin
this.originX = 1;
},
setText: function (value)
{
if (Array.isArray(value))
@ -255,13 +278,20 @@ var Text = new Class({
linePositionY += (textSize.lineSpacing * i);
}
if (style.align === 'right')
if (style.rtl)
{
linePositionX += textSize.width - textSize.lineWidths[i];
linePositionX = w - linePositionX;
}
else if (style.align === 'center')
else
{
linePositionX += (textSize.width - textSize.lineWidths[i]) / 2;
if (style.align === 'right')
{
linePositionX += textSize.width - textSize.lineWidths[i];
}
else if (style.align === 'center')
{
linePositionX += (textSize.width - textSize.lineWidths[i]) / 2;
}
}
if (this.autoRound)
@ -315,7 +345,18 @@ var Text = new Class({
out.data = data;
return out;
},
preDestroy: function ()
{
if (this.style.rtl)
{
RemoveFromDOM(this.canvas);
}
CanvasPool.remove(this.canvas);
}
});
module.exports = Text;

View file

@ -1,3 +1,5 @@
// Note: direct port from v2
/**
* An Image Collection is a special tileset containing mulitple images, with no slicing into each image.
*

View file

@ -11,12 +11,12 @@ var Tilemap = require('./Tilemap');
*
* @param {Scene} scene - [description]
* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
* @param {number} [tileWidth=32] - The width of a tile in pixels.
* @param {number} [tileHeight=32] - The height of a tile in pixels.
* @param {number} [width=10] - The width of the map in tiles.
* @param {number} [height=10] - The height of the map in tiles.
* @param {array} [data] - Instead of loading from the cache, you can also load directly from a 2D
* array of tile indexes.
* @param {integer} [tileWidth=32] - The width of a tile in pixels.
* @param {integer} [tileHeight=32] - The height of a tile in pixels.
* @param {integer} [width=10] - The width of the map in tiles.
* @param {integer} [height=10] - The height of the map in tiles.
* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
* a 2D array of tile indexes.
* @param {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

View file

@ -11,35 +11,197 @@ var Tile = new Class({
initialize:
function Tile (layer, index, x, y, width, height)
/**
* A Tile is a representation of a single tile within the Tilemap. This is a lightweight data
* representation, so it's position information is stored without factoring in scroll, layer
* scale or layer position.
*
* @class Tile
* @constructor
*
* @param {LayerData} layer - The LayerData object in the Tilemap that this tile belongs to.
* @param {integer} index - The unique index of this tile within the map.
* @param {integer} x - The x coordinate of this tile in tile coordinates.
* @param {integer} y - The y coordinate of this tile in tile coordinates.
* @param {integer} width - Width of the tile in pixels.
* @param {integer} height - Height of the tile in pixels.
* @param {integer} baseWidth - The base width a tile in the map (in pixels). Tiled maps support
* multiple tileset sizes within one map, but they are still placed at intervals of the base
* tile width.
* @param {integer} baseHeight - The base height of the tile in pixels (in pixels). Tiled maps
* support multiple tileset sizes within one map, but they are still placed at intervals of the
* base tile height.
*/
function Tile (layer, index, x, y, width, height, baseWidth, baseHeight)
{
/**
* The LayerData in the Tilemap data that this tile belongs to.
* @property {LayerData} layer
*/
this.layer = layer;
this.index = index;
this.x = x;
this.y = y;
this.worldX = x * width;
this.worldY = y * height;
this.width = width;
this.height = height;
this.properties = {};
this.rotation = 0;
this.collideLeft = false;
this.collideRight = false;
this.collideUp = false;
this.collideDown = false;
this.faceLeft = false;
this.faceRight = false;
this.faceTop = false;
this.faceBottom = false;
this.collisionCallback = null;
this.collisionCallbackContext = this;
this.scanned = false;
// Note: tint is currently a single color value instead of the 4 corner tint component
this.tint = 0xFFFFFF;
/**
* The index of this tile within the map data corresponding to the tileset, or -1 if this
* represents a blank tile.
* @property {integer} index
*/
this.index = index;
/**
* The x map coordinate of this tile in tile units.
* @property {integer} x
*/
this.x = x;
/**
* The y map coordinate of this tile in tile units.
* @property {integer} y
*/
this.y = y;
/**
* The width of the tile in pixels.
* @property {integer} width
*/
this.width = width;
/**
* The height of the tile in pixels.
* @property {integer} height
*/
this.height = height;
/**
* The map's base width of a tile in pixels. Tiled maps support multiple tileset sizes
* within one map, but they are still placed at intervals of the base tile size.
* @property {integer} baseWidth
*/
this.baseWidth = (baseWidth !== undefined) ? baseWidth : width;
/**
* The map's base height of a tile in pixels. Tiled maps support multiple tileset sizes
* within one map, but they are still placed at intervals of the base tile size.
* @property {integer} baseHeight
*/
this.baseHeight = (baseHeight !== undefined) ? baseHeight : height;
/**
* The world x coordinate of the top left of this tile in pixels. This does not factor in
* camera scroll, layer scale or layer position.
* @property {number} x
*/
this.worldX = 0;
/**
* The world y coordinate of the top left of this tile in pixels. This does not factor in
* camera scroll, layer scale or layer position.
* @property {number} y
*/
this.worldY = 0;
this.updateWorldXY();
/**
* Tile specific properties. These usually come from Tiled.
* @property {object} properties
*/
this.properties = {};
/**
* The rotation angle of this tile.
* @property {number} rotation
*/
this.rotation = 0;
/**
* Whether the tile should collide with any object on the left side.
* @property {boolean} collideLeft
*/
this.collideLeft = false;
/**
* Whether the tile should collide with any object on the right side.
* @property {boolean} collideRight
*/
this.collideRight = false;
/**
* Whether the tile should collide with any object on the top side.
* @property {boolean} collideUp
*/
this.collideUp = false;
/**
* Whether the tile should collide with any object on the bottom side.
* @property {boolean} collideDown
*/
this.collideDown = false;
/**
* Whether the tile's left edge is interesting for collisions.
* @property {boolean} faceLeft
*/
this.faceLeft = false;
/**
* Whether the tile's right edge is interesting for collisions.
* @property {boolean} faceRight
*/
this.faceRight = false;
/**
* Whether the tile's top edge is interesting for collisions.
* @property {boolean} faceTop
*/
this.faceTop = false;
/**
* Whether the tile's bottom edge is interesting for collisions.
* @property {boolean} faceBottom
*/
this.faceBottom = false;
/**
* Tile collision callback.
* @property {function} collisionCallback
*/
this.collisionCallback = null;
/**
* The context in which the collision callback will be called.
* @property {object} collisionCallbackContext
*/
this.collisionCallbackContext = this;
/**
* The tint to apply to this tile. Note: tint is currently a single color value instead of
* the 4 corner tint component on other GameObjects.
* @property {number} Tint
* @default
*/
this.tint = 0xffffff;
},
// Copy everything except position & interesting faces
/**
* Check if the given x and y world coordinates are within this Tile. This does not factor in
* camera scroll, layer scale or layer position.
*
* @param {number} x - The x coordinate to test.
* @param {number} y - The y coordinate to test.
* @return {boolean} True if the coordinates are within this Tile, otherwise false.
*/
containsPoint: function (x, y)
{
return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
},
/**
* Copies the tile data & properties from the given tile to this tile. This copies everything
* except for position and interesting faces.
*
* @param {Tile} tile - The tile to copy from.
* @returns {this}
*/
copy: function (tile)
{
this.index = tile.index;
@ -59,12 +221,9 @@ var Tile = new Class({
return this;
},
// Does not factor in scroll offset or tilemap layer position
containsPoint: function (x, y)
{
return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
},
/**
* Clean up memory.
*/
destroy: function ()
{
this.collisionCallback = undefined;
@ -72,12 +231,33 @@ var Tile = new Class({
this.properties = undefined;
},
// Does not factor in scroll offset or tilemap layer position
/**
* Check for intersection with this tile. This does not factor in camera scroll, layer scale or
* layer position.
*
* @param {number} x - The x axis in pixels.
* @param {number} y - The y axis in pixels.
* @param {number} right - The right point.
* @param {number} bottom - The bottom point.
* @return {boolean}
*/
intersects: function (x, y, right, bottom)
{
return !(right <= this.worldX || bottom <= this.worldY || x >= this.right || y >= this.bottom);
return !(
right <= this.worldX || bottom <= this.worldY ||
x >= this.right || y >= this.bottom
);
},
/**
* Checks if the tile is interesting.
*
* @param {boolean} collides - If true, will consider the tile interesting if it collides on any
* side.
* @param {boolean} faces - If true, will consider the tile interesting if it has an interesting
* face.
* @returns {boolean} True if the Tile is interesting, otherwise false.
*/
isInteresting: function (collides, faces)
{
if (collides && faces) { return (this.canCollide || this.hasInterestingFace); }
@ -86,6 +266,11 @@ var Tile = new Class({
return false;
},
/**
* Reset collision status flags.
*
* @returns {this}
*/
resetCollision: function ()
{
this.collideLeft = false;
@ -97,8 +282,19 @@ var Tile = new Class({
this.faceBottom = false;
this.faceLeft = false;
this.faceRight = false;
return this;
},
/**
* Sets the collision flags for each side of this tile and updates the interesting faces list.
*
* @param {boolean} left - Indicating collide with any object on the left.
* @param {boolean} right - Indicating collide with any object on the right.
* @param {boolean} up - Indicating collide with any object on the top.
* @param {boolean} down - Indicating collide with any object on the bottom.
* @returns {this}
*/
setCollision: function (left, right, up, down)
{
if (right === undefined) { right = left; }
@ -114,11 +310,22 @@ var Tile = new Class({
this.faceRight = right;
this.faceTop = up;
this.faceBottom = down;
return this;
},
/**
* Set a callback to be called when this tile is hit by an object. The callback must true for
* collision processing to take place.
*
* @param {function} callback - Callback function.
* @param {object} context - Callback will be called within this context.
* @returns {this}
*/
setCollisionCallback: function (callback, context)
{
if (callback === null) {
if (callback === null)
{
this.collisionCallback = undefined;
this.collisionCallbackContext = undefined;
}
@ -127,17 +334,52 @@ var Tile = new Class({
this.collisionCallback = callback;
this.collisionCallbackContext = context;
}
return this;
},
setSize: function (tileWidth, tileHeight)
/**
* Sets the size of the tile and updates its worldX and worldY.
*
* @param {integer} tileWidth - The width of the tile in pixels.
* @param {integer} tileHeight - The height of the tile in pixels.
* @param {integer} baseWidth - The base width a tile in the map (in pixels).
* @param {integer} baseHeight - The base height of the tile in pixels (in pixels).
* @returns {this}
*/
setSize: function (tileWidth, tileHeight, baseWidth, baseHeight)
{
this.worldX = this.x * tileWidth;
this.worldY = this.y * tileHeight;
this.width = tileWidth;
this.height = tileHeight;
if (tileWidth !== undefined) { this.width = tileWidth; }
if (tileHeight !== undefined) { this.height = tileHeight; }
if (baseWidth !== undefined) { this.baseWidth = baseWidth; }
if (baseHeight !== undefined) { this.baseHeight = baseHeight; }
this.updateWorldXY();
return this;
},
// True if this tile can collide on any of its faces or has a collision callback set.
/**
* Used internally. Updates the tile's world XY position based on the current tile size.
*
* @returns {this}
*/
updateWorldXY: function ()
{
// Tiled places tiles on a grid of baseWidth x baseHeight. The origin for a tile is the
// bottom left, while the Phaser renderer assumes the origin is the top left. The y
// coordinate needs to be adjusted by the difference.
this.worldX = this.x * this.baseWidth;
this.worldY = this.y * this.baseHeight - (this.height - this.baseHeight);
return this;
},
/**
* True if this tile can collide on any of its faces or has a collision callback set.
* @property {boolean} canCollide
* @readonly
*/
canCollide: {
get: function ()
{
@ -145,7 +387,11 @@ var Tile = new Class({
}
},
// True if this tile can collide on any of its faces.
/**
* True if this tile can collide on any of its faces.
* @property {boolean} canCollide
* @readonly
*/
collides: {
get: function ()
{
@ -153,7 +399,11 @@ var Tile = new Class({
}
},
// True if this tile has any interesting faces
/**
* True if this tile has any interesting faces.
* @property {boolean} canCollide
* @readonly
*/
hasInterestingFace: {
get: function ()
{
@ -161,6 +411,12 @@ var Tile = new Class({
}
},
/**
* The world position of the left side of the tile. This does not factor in camera scroll, layer
* scale or layer position.
* @property {integer} left
* @readonly
*/
left: {
get: function ()
{
@ -168,6 +424,12 @@ var Tile = new Class({
}
},
/**
* The world position of the right side of the tile. This does not factor in camera scroll,
* layer scale or layer position.
* @property {integer} right
* @readonly
*/
right: {
get: function ()
{
@ -175,6 +437,12 @@ var Tile = new Class({
}
},
/**
* The world position of the top side of the tile. This does not factor in camera scroll,
* layer scale or layer position.
* @property {integer} top
* @readonly
*/
top: {
get: function ()
{
@ -182,6 +450,12 @@ var Tile = new Class({
}
},
/**
* The world position of the bottom side of the tile. This does not factor in camera scroll,
* layer scale or layer position.
* @property {integer} bottom
* @readonly
*/
bottom: {
get: function ()
{
@ -189,6 +463,12 @@ var Tile = new Class({
}
},
/**
* The x world position of the center of the tile. This does not factor in camera scroll, layer
* scale or layer position.
* @property {integer} centerX
* @readonly
*/
centerX: {
get: function ()
{
@ -196,6 +476,12 @@ var Tile = new Class({
}
},
/**
* The y world position of the center of the tile. This does not factor in camera scroll, layer
* scale or layer position.
* @property {integer} centerY
* @readonly
*/
centerY: {
get: function ()
{

View file

@ -14,32 +14,161 @@ var Tilemap = new Class({
initialize:
/**
* A Tilemap is a container for Tilemap data. This isn't a display object, rather, it holds data
* about the map and allows you to add tilesets and tilemap layers to it. A map can have one or
* more tilemap layers (StaticTilemapLayer or DynamicTilemapLayer), which are the display
* objects that actually render tiles.
*
* The Tilemap data be parsed from a Tiled JSON file, a CSV file or a 2D array. Tiled is a free
* software package specifically for creating tile maps, and is available from:
* http://www.mapeditor.org
*
* A Tilemap has handy methods for getting & manipulating the tiles within a layer. You can only
* use the methods that change tiles (e.g. removeTileAt) on a DynamicTilemapLayer.
*
* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a
* StaticTilemapLayer or DynamicTilemapLayer may have its own unique tile size that overrides
* it.
*
* @class Tilemap
* @constructor
*
* @param {Scene} scene - [description]
* @param {MapData} mapData - A MapData instance containing Tilemap data.
*/
function Tilemap (scene, mapData)
{
/**
* @property {Scene} Scene
*/
this.scene = scene;
this.tilesets = [];
/**
* The base width of a tile in pixels. Note that individual layers may have a different tile
* width.
* @property {integer} tileWidth
*/
this.tileWidth = mapData.tileWidth;
/**
* The base height of a tile in pixels. Note that individual layers may have a different
* tile height.
* @property {integer} tileHeight
*/
this.tileHeight = mapData.tileHeight;
/**
* The width of the map (in tiles).
* @property {number} width
*/
this.width = mapData.width;
/**
* The height of the map (in tiles).
* @property {number} width
*/
this.height = mapData.height;
/**
* The orientation of the map data (as specified in Tiled), usually 'orthogonal'.
* @property {string} orientation
*/
this.orientation = mapData.orientation;
/**
* @property {number} format - The format of the map data.
*/
this.format = mapData.format;
/**
* The version of the map data (as specified in Tiled, usually 1).
* @property {number} version
*/
this.version = mapData.version;
/**
* Map specific properties as specified in Tiled.
* @property {object} properties
*/
this.properties = mapData.properties;
/**
* The width of the map in pixels based on width * tileWidth.
* @property {number} widthInPixels
*/
this.widthInPixels = mapData.widthInPixels;
/**
* The height of the map in pixels based on height * tileHeight.
* @property {number} heightInPixels
*/
this.heightInPixels = mapData.heightInPixels;
/**
* @property {ImageCollection[]} imagecollections
*/
this.imageCollections = mapData.imageCollections;
/**
* An array of Tiled Image Layers.
* @property {array} images
*/
this.images = mapData.images;
this.collision = mapData.collision;
/**
* An array of collision data. Specifically, any polyline objects defined in object layers.
* @property {array} collision
*/
this.collision = mapData.collision; // Note: this probably isn't useful anymore
/**
* @property {LayerData[]} layers - An array of Tilemap layer data.
*/
this.layers = mapData.layers;
/**
* An array of Tilesets used in the map.
* @property {Tileset[]} tilesets
*/
this.tilesets = mapData.tilesets;
this.tiles = mapData.tiles;
/**
* An array of Tiled Object Layers.
* @property {array} objects
*/
this.objects = mapData.objects;
/**
* The index of the currently selected LayerData object.
* @property {integer} currentLayerIndex
*/
this.currentLayerIndex = 0;
},
/**
* Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.
* Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled
* editor.
*
* @param {string} tilesetName - The name of the tileset as specified in the map data.
* @param {string} [key] - The key of the Phaser.Cache image used for this tileset. If
* `undefined` or `null` it will look for an image with a key matching the tileset parameter.
* @param {integer} [tileWidth] - The width of the tile (in pixels) in the Tileset Image. If not
* given it will default to the map's tileWidth value, or the tileWidth specified in the Tiled
* JSON file.
* @param {integer} [tileHeight] - The height of the tiles (in pixels) in the Tileset Image. If
* not given it will default to the map's tileHeight value, or the tileHeight specified in the
* Tiled JSON file.
* @param {integer} [tileMargin] - The margin around the tiles in the sheet (in pixels). If not
* specified, it will default to 0 or the value specified in the Tiled JSON file.
* @param {integer} [tileSpacing] - The spacing between each the tile in the sheet (in pixels).
* If not specified, it will default to 0 or the value specified in the Tiled JSON file.
* @param {integer} [gid=0] - If adding multiple tilesets to a blank map, specify the starting
* GID this set will use here.
* @return {Tileset|null} Returns the Tileset object that was created or updated, or null if it
* failed.
*/
addTilesetImage: function (tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid)
{
if (tilesetName === undefined) { return null; }
@ -75,13 +204,77 @@ var Tilemap = new Class({
if (tileSpacing === undefined) { tileSpacing = 0; }
if (gid === undefined) { gid = 0; }
var tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing, {});
var tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing);
tileset.setImage(texture);
this.tilesets.push(tileset);
return tileset;
},
// Creates & selects
/**
* Turns the StaticTilemapLayer associated with the given layer into a DynamicTilemapLayer. If
* no layer specified, the map's current layer is used. This is useful if you want to manipulate
* a map at the start of a scene, but then make it non-manipulable and optimize it for speed.
*
* @param {string|integer|DynamicTilemapLayer} [layer] - The name of the layer from Tiled, the
* index of the layer in the map, or a StaticTilemapLayer.
* @return {StaticTilemapLayer|null} Returns the new layer that was created, or null if it
* failed.
*/
convertLayerToStatic: function (layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
var dynamicLayer = layer.tilemapLayer;
if (!dynamicLayer || !(dynamicLayer instanceof DynamicTilemapLayer))
{
return null;
}
var staticLayer = new StaticTilemapLayer(dynamicLayer.scene, dynamicLayer.map,
dynamicLayer.layerIndex, dynamicLayer.tileset, dynamicLayer.x, dynamicLayer.y);
this.scene.sys.displayList.add(staticLayer);
dynamicLayer.destroy();
return staticLayer;
},
/**
* 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.
*/
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
{
layer = this.getLayer(layer);
if (this._isStaticCall(layer, 'copy')) { return this; }
if (layer !== null)
{
TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY,
recalculateFaces, layer);
}
return this;
},
/**
* Creates a new and empty DynamicTilemapLayer. The currently selected layer in the map is set
* to this new layer.
*
* @param {string} name - The name of this layer. Must be unique within the map.
* @param {Tileset} tileset - The tileset the new layer will use.
* @param {integer} width - The width of the layer in tiles. If not specified, it will default
* to the map's width.
* @param {integer} height - The height of the layer in tiles. If not specified, it will default
* to the map's height.
* @param {integer} tileWidth - The width of the tiles the layer uses for calculations. If not
* specified, it will default to the map's tileWidth.
* @param {integer} tileHeight - The height of the tiles the layer uses for calculations. If not
* specified, it will default to the map's tileHeight.
* @return {DynamicTilemapLayer|null} Returns the new layer was created, or null if it failed.
*/
createBlankDynamicLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight)
{
if (tileWidth === undefined) { tileWidth = tileset.tileWidth; }
@ -127,6 +320,65 @@ var Tilemap = new Class({
return dynamicLayer;
},
/**
* Creates a new DynamicTilemapLayer that renders the LayerData associated with the given
* `layerID`. The currently selected layer in the map is set to this new layer.
*
* The `layerID` is important. If you've created your map in Tiled then you can get this by
* looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and
* look at the layers[].name value. Either way it must match.
*
* Unlike a static layer, a dynamic layer can be modified. See DynamicTilemapLayer for more
* information.
*
* @param {integer|string} layerID - The layer array index value, or if a string is given, the
* layer name from Tiled.
* @param {Tileset} tileset - The tileset the new layer will use.
* @param {number} x - The x position to place the layer in the world. If not specified, it will
* default to the layer offset from Tiled or 0.
* @param {number} y - The y position to place the layer in the world. If not specified, it will
* default to the layer offset from Tiled or 0.
* @return {DynamicTilemapLayer|null} Returns the new layer was created, or null if it failed.
*/
createDynamicLayer: function (layerID, tileset, x, y)
{
var index = this.getLayerIndex(layerID);
if (index === null)
{
console.warn('Cannot create tilemap layer, invalid layer ID given: ' + layerID);
return null;
}
var layerData = this.layers[index];
// Check for an associated static or dynamic tilemap layer
if (layerData.tilemapLayer)
{
console.warn('Cannot create dynamic tilemap layer since a static or dynamic tilemap layer exists for layer ID:' + layerID);
return null;
}
this.currentLayerIndex = index;
// Make sure that all the LayerData & the tiles have the correct tile size. They usually
// are, but wouldn't match if you try to load a 2x or 4x res tileset when the map was made
// with a 1x res tileset.
if (layerData.tileWidth !== tileset.tileWidth || layerData.tileHeight !== tileset.tileHeight)
{
this.setLayerTileSize(tileset.tileWidth, tileset.tileHeight, index);
}
// Default the x/y position to match Tiled layer offset, if it exists.
if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
this.scene.sys.displayList.add(layer);
return layer;
},
/**
* Creates a Sprite for every object matching the given gid in the map data. All properties from
* the map data objectgroup are copied into the `spriteConfig`, so you can use this as an easy
@ -134,13 +386,13 @@ var Tilemap = new Class({
* property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created.
*
* @param {string} name - The name of the object layer (from Tiled) to create Sprites from.
* @param {number} id - Either the id (object), gid (tile object) or name (object or tile
* object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects with the
* same graphic. The same name can be used on multiple objects.
* @param {integer|string} id - Either the id (object), gid (tile object) or name (object or
* tile object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects
* with the same graphic. The same name can be used on multiple objects.
* @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e.
* scene.make.sprite).
* @param {Scene} [scene=the scene the map is within] - The Scene to create the Sprites within.
* @return {array} An array of the Sprites that were created.
* @return {Sprite[]} An array of the Sprites that were created.
*/
createFromObjects: function (name, id, spriteConfig, scene)
{
@ -212,7 +464,38 @@ var Tilemap = new Class({
return sprites;
},
// Creates & selects, uses layer offset if x,y undefined
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Sprite[]|null} Returns an array of Tiles, or null if the layer given was invalid.
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer);
},
/**
* Creates a new StaticTilemapLayer that renders the LayerData associated with the given
* `layerID`. The currently selected layer in the map is set to this new layer.
*
* The `layerID` is important. If you've created your map in Tiled then you can get this by
* looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and
* look at the layers[].name value. Either way it must match.
*
* It's important to remember that a static layer cannot be modified. See StaticTilemapLayer for
* more information.
*
* @param {integer|string} layerID - The layer array index value, or if a string is given, the
* layer name from Tiled.
* @param {Tileset} tileset - The tileset the new layer will use.
* @param {number} x - The x position to place the layer in the world. If not specified, it will
* default to the layer offset from Tiled or 0.
* @param {number} y - The y position to place the layer in the world. If not specified, it will
* default to the layer offset from Tiled or 0.
* @return {StaticTilemapLayer|null} Returns the new layer was created, or null if it failed.
*/
createStaticLayer: function (layerID, tileset, x, y)
{
var index = this.getLayerIndex(layerID);
@ -252,94 +535,24 @@ var Tilemap = new Class({
return layer;
},
// Creates & selects, uses layer offset if x,y undefined
createDynamicLayer: function (layerID, tileset, x, y)
{
var index = this.getLayerIndex(layerID);
if (index === null)
{
console.warn('Cannot create tilemap layer, invalid layer ID given: ' + layerID);
return null;
}
var layerData = this.layers[index];
// Check for an associated static or dynamic tilemap layer
if (layerData.tilemapLayer)
{
console.warn('Cannot create dynamic tilemap layer since a static or dynamic tilemap layer exists for layer ID:' + layerID);
return null;
}
this.currentLayerIndex = index;
// Make sure that all the LayerData & the tiles have the correct tile size. They usually
// are, but wouldn't match if you try to load a 2x or 4x res tileset when the map was made
// with a 1x res tileset.
if (layerData.tileWidth !== tileset.tileWidth || layerData.tileHeight !== tileset.tileHeight)
{
this.setLayerTileSize(tileset.tileWidth, tileset.tileHeight, index);
}
// Default the x/y position to match Tiled layer offset, if it exists.
if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
this.scene.sys.displayList.add(layer);
return layer;
},
convertLayerToStatic: function (layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
var dynamicLayer = layer.tilemapLayer;
if (!dynamicLayer || !(dynamicLayer instanceof DynamicTilemapLayer))
{
return null;
}
var staticLayer = new StaticTilemapLayer(dynamicLayer.scene, dynamicLayer.map,
dynamicLayer.layerIndex, dynamicLayer.tileset, dynamicLayer.x, dynamicLayer.y);
this.scene.sys.displayList.add(staticLayer);
dynamicLayer.destroy();
return staticLayer;
},
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
{
layer = this.getLayer(layer);
if (this._isStaticCall(layer, 'copy')) { return this; }
if (layer !== null)
{
TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer);
}
return this;
},
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer);
},
/**
* Removes all layer data from this Tilemap and nulls the scene reference. This will destroy any
* StaticTilemapLayers or DynamicTilemapLayers that have been linked to LayerData.
*/
destroy: function ()
{
this.layers.length = 0;
this.removeAllLayers();
this.tilesets.length = 0;
this.tiles.length = 0;
this.objects.length = 0;
this.scene = undefined;
},
/**
* 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.
*/
fill: function (index, tileX, tileY, width, height, recalculateFaces, layer)
{
layer = this.getLayer(layer);
@ -351,6 +564,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid.
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
{
layer = this.getLayer(layer);
@ -358,6 +576,11 @@ var Tilemap = new Class({
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile|null} Returns a Tiles, or null if the layer given was invalid.
*/
findByIndex: function (findIndex, skip, reverse, layer)
{
layer = this.getLayer(layer);
@ -365,6 +588,11 @@ var Tilemap = new Class({
return TilemapComponents.FindByIndex(findIndex, skip, reverse, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
{
layer = this.getLayer(layer);
@ -375,11 +603,26 @@ var Tilemap = new Class({
return this;
},
/**
* Gets the image layer index based on its name.
*
* @method Phaser.Tilemap#getImageIndex
* @param {string} name - The name of the image to get.
* @return {integer} The index of the image in this tilemap, or null if not found.
*/
getImageIndex: function (name)
{
return this.getIndex(this.images, name);
},
/**
* Internally used. Returns the index of the object in one of the Tilemap's arrays whose name
* property matches the given `name`.
*
* @param {array} location - The Tilemap array to search.
* @param {string} name - The name of the array element to get.
* @return {number} The index of the element in the array, or null if not found.
*/
getIndex: function (location, name)
{
for (var i = 0; i < location.length; i++)
@ -392,12 +635,30 @@ var Tilemap = new Class({
return null;
},
/**
* Gets the LayerData from this.layers that is associated with `layer`, or null if an invalid
* `layer` is given.
*
* @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the
* layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
* StaticTilemapLayer. If not given will default to the map's current layer index.
* @return {LayerData} The corresponding LayerData within this.layers.
*/
getLayer: function (layer)
{
var index = this.getLayerIndex(layer);
return index !== null ? this.layers[index] : null;
},
/**
* Gets the LayerData index of the given `layer` within this.layers, or null if an invalid
* `layer` is given.
*
* @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the
* layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
* StaticTilemapLayer. If not given will default to the map's current layer index.
* @return {integer} The LayerData index within this.layers.
*/
getLayerIndex: function (layer)
{
if (layer === undefined)
@ -422,11 +683,23 @@ var Tilemap = new Class({
}
},
/**
* Gets the index of the LayerData within this.layers that has the given `name`, or null if an
* invalid `name` is given.
*
* @param {string} name - The name of the layer to get.
* @return {integer} The LayerData index within this.layers.
*/
getLayerIndexByName: function (name)
{
return this.getIndex(this.layers, name);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile|null} Returns a Tile, or null if the layer given was invalid.
*/
getTileAt: function (tileX, tileY, nonNull, layer)
{
layer = this.getLayer(layer);
@ -434,6 +707,11 @@ var Tilemap = new Class({
return TilemapComponents.GetTileAt(tileX, tileY, nonNull, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile|null} Returns a Tile, or null if the layer given was invalid.
*/
getTileAtWorldXY: function (worldX, worldY, nonNull, camera, layer)
{
layer = this.getLayer(layer);
@ -441,6 +719,11 @@ var Tilemap = new Class({
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid.
*/
getTilesWithin: function (tileX, tileY, width, height, filteringOptions, layer)
{
layer = this.getLayer(layer);
@ -448,6 +731,11 @@ var Tilemap = new Class({
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid.
*/
getTilesWithinShape: function (shape, filteringOptions, camera, layer)
{
layer = this.getLayer(layer);
@ -455,6 +743,11 @@ var Tilemap = new Class({
return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid.
*/
getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera, layer)
{
layer = this.getLayer(layer);
@ -462,11 +755,23 @@ var Tilemap = new Class({
return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, layer);
},
/**
* Gets the index of the Tileset within this.tilesets that has the given `name`, or null if an
* invalid `name` is given.
*
* @param {string} name - The name of the Tileset to get.
* @return {integer} The Tileset index within this.tilesets.
*/
getTilesetIndex: function (name)
{
return this.getIndex(this.tilesets, name);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {boolean|null} Returns a boolean, or null if the layer given was invalid.
*/
hasTileAt: function (tileX, tileY, layer)
{
layer = this.getLayer(layer);
@ -474,6 +779,11 @@ var Tilemap = new Class({
return TilemapComponents.HasTileAt(tileX, tileY, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {boolean|null} Returns a boolean, or null if the layer given was invalid.
*/
hasTileAtWorldXY: function (worldX, worldY, camera, layer)
{
layer = this.getLayer(layer);
@ -481,6 +791,11 @@ var Tilemap = new Class({
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, layer);
},
/**
* The LayerData object that is currently selected in the map. You can set this property using
* any type supported by setLayer.
* @property {LayerData} layer
*/
layer: {
get: function ()
{
@ -493,6 +808,12 @@ var Tilemap = new Class({
}
},
/**
* See component documentation. If no layer specified, the map's current layer is used. This
* cannot be applied to StaticTilemapLayers.
*
* @return {Tile|null} Returns a Tile, or null if the layer given was invalid.
*/
putTileAt: function (tile, tileX, tileY, recalculateFaces, layer)
{
layer = this.getLayer(layer);
@ -501,6 +822,12 @@ var Tilemap = new Class({
return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used. This
* cannot be applied to StaticTilemapLayers.
*
* @return {Tile|null} Returns a Tile, or null if the layer given was invalid.
*/
putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera, layer)
{
layer = this.getLayer(layer);
@ -509,6 +836,29 @@ 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.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
randomize: function (tileX, tileY, width, height, indexes, layer)
{
layer = this.getLayer(layer);
@ -520,6 +870,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
calculateFacesWithin: function (tileX, tileY, width, height, layer)
{
layer = this.getLayer(layer);
@ -528,13 +883,33 @@ var Tilemap = new Class({
return this;
},
/**
* Removes all layers from this Tilemap and destroys any associated StaticTilemapLayers or
* DynamicTilemapLayers.
*
* @return {this}
*/
removeAllLayers: function ()
{
// Destroy any StaticTilemapLayers or DynamicTilemapLayers that are stored in LayerData
for (var i = 0; i < this.layers.length; i++)
{
if (this.layers[i].tilemapLayer)
{
this.layers[i].tilemapLayer.destroy();
}
}
this.layers.length = 0;
this.currentLayerIndex = 0;
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used. This
* cannot be applied to StaticTilemapLayers.
*
* @return {Tile|null} Returns a Tile, or null if the layer given was invalid.
*/
removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces, layer)
{
layer = this.getLayer(layer);
@ -543,6 +918,12 @@ var Tilemap = new Class({
return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used. This
* cannot be applied to StaticTilemapLayers.
*
* @return {Tile|null} Returns a Tile, or null if the layer given was invalid.
*/
removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera, layer)
{
layer = this.getLayer(layer);
@ -551,6 +932,11 @@ var Tilemap = new Class({
return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
renderDebug: function (graphics, styleConfig, layer)
{
layer = this.getLayer(layer);
@ -559,6 +945,12 @@ var Tilemap = new Class({
return this;
},
/**
* 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.
*/
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height, layer)
{
layer = this.getLayer(layer);
@ -570,6 +962,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
setCollision: function (indexes, collides, recalculateFaces, layer)
{
layer = this.getLayer(layer);
@ -578,6 +975,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
setCollisionBetween: function (start, stop, collides, recalculateFaces, layer)
{
layer = this.getLayer(layer);
@ -586,6 +988,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
setCollisionByExclusion: function (indexes, collides, recalculateFaces, layer)
{
layer = this.getLayer(layer);
@ -594,6 +1001,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
setTileIndexCallback: function (indexes, callback, callbackContext, layer)
{
layer = this.getLayer(layer);
@ -602,6 +1014,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {this|null} Returns this, or null if the layer given was invalid.
*/
setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext, layer)
{
layer = this.getLayer(layer);
@ -610,6 +1027,14 @@ var Tilemap = new Class({
return this;
},
/**
* Sets the current layer to the LayerData associated with `layer`.
*
* @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the
* layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
* StaticTilemapLayer. If not given will default to the map's current layer index.
* @return {this}
*/
setLayer: function (layer)
{
var index = this.getLayerIndex(layer);
@ -620,15 +1045,56 @@ var Tilemap = new Class({
return this;
},
/**
* Sets the base tile size for the map. Note: this does not necessarily match the tileWidth and
* tileHeight for all layers. This also updates the base size on all tiles across all layers.
*
* @param {integer} tileWidth - The width of the tiles the map uses for calculations.
* @param {integer} tileHeight - The height of the tiles the map uses for calculations.
* @return {this}
*/
setBaseTileSize: function (tileWidth, tileHeight)
{
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.widthInPixels = this.width * tileWidth;
this.heightInPixels = this.height * tileHeight;
// Update the base tile size on all tiles
for (var i = 0; i < this.layers.length; i++)
{
var mapData = this.layers[i].data;
var mapWidth = this.layers[i].width;
var mapHeight = this.layers[i].height;
for (var row = 0; row < mapHeight; ++row)
{
for (var col = 0; col < mapWidth; ++col)
{
var tile = mapData[row][col];
if (tile !== null)
{
tile.setSize(undefined, undefined, tileWidth, tileHeight);
}
}
}
}
return this;
},
// Sets the tile size for a given layer
/**
* Sets the tile size for a specific `layer`. Note: this does not necessarily match the map's
* tileWidth and tileHeight for all layers. This will set the tile size for the layer and any
* tiles the layer has.
*
* @param {integer} tileWidth - The width of the tiles (in pixels) in the layer.
* @param {integer} tileHeight - The height of the tiles (in pixels) in the layer.
* @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the
* layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a
* StaticTilemapLayer. If not given will default to the map's current layer index.
* @return {this}
*/
setLayerTileSize: function (tileWidth, tileHeight, layer)
{
layer = this.getLayer(layer);
@ -653,6 +1119,12 @@ var Tilemap = new Class({
return this;
},
/**
* 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.
*/
shuffle: function (tileX, tileY, width, height, layer)
{
layer = this.getLayer(layer);
@ -664,6 +1136,12 @@ var Tilemap = new Class({
return this;
},
/**
* 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.
*/
swapByIndex: function (indexA, indexB, tileX, tileY, width, height, layer)
{
layer = this.getLayer(layer);
@ -675,6 +1153,11 @@ var Tilemap = new Class({
return this;
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {number|null} Returns this, or null if the layer given was invalid.
*/
worldToTileX: function (worldX, snapToFloor, camera, layer)
{
layer = this.getLayer(layer);
@ -682,6 +1165,11 @@ var Tilemap = new Class({
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {number|null} Returns this, or null if the layer given was invalid.
*/
worldToTileY: function (worldY, snapToFloor, camera, layer)
{
layer = this.getLayer(layer);
@ -689,6 +1177,11 @@ var Tilemap = new Class({
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, layer);
},
/**
* See component documentation. If no layer specified, the map's current layer is used.
*
* @return {Vector|null} Returns this, or null if the layer given was invalid.
*/
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera, layer)
{
layer = this.getLayer(layer);
@ -696,6 +1189,12 @@ var Tilemap = new Class({
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer);
},
/**
* Used internally to check if a layer is static and prints out a warning.
*
* @private
* @return {boolean}
*/
_isStaticCall: function (layer, functionName)
{
if (layer.tilemapLayer instanceof StaticTilemapLayer)

View file

@ -4,20 +4,20 @@ var ParseToTilemap = require('./ParseToTilemap');
// When registering a factory function 'this' refers to the GameObjectCreator context.
/**
* 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.
* 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.
*
* @param {object} [config] - The config options for the Tilemap.
* @param {string} [config.key] - The key in the Phaser cache that corresponds to the loaded tilemap
* data.
* @param {array} [config.data] - Instead of loading from the cache, you can also load directly from
* a 2D array of tile indexes.
* @param {number} [config.tileWidth=32] - The width of a tile in pixels.
* @param {number} [config.tileHeight=32] - The height of a tile in pixels.
* @param {number} [config.width=10] - The width of the map in tiles.
* @param {number} [config.height=10] - The height of the map in tiles.
* @param {integer[][]} [config.data] - Instead of loading from the cache, you can also load
* directly from a 2D array of tile indexes.
* @param {integer} [config.tileWidth=32] - The width of a tile in pixels.
* @param {integer} [config.tileHeight=32] - The height of a tile in pixels.
* @param {integer} [config.width=10] - The width of the map in tiles.
* @param {integer} [config.height=10] - The height of the map in tiles.
* @param {boolean} [config.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

View file

@ -16,16 +16,16 @@ var ParseToTilemap = require('./ParseToTilemap');
* data. For an empty map, you should specify tileWidth, tileHeight, width & height.
*
* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
* @param {number} [tileWidth=32] - The width of a tile in pixels. Pass in `null` to leave as the
* @param {integer} [tileWidth=32] - The width of a tile in pixels. Pass in `null` to leave as the
* default.
* @param {number} [tileHeight=32] - The height of a tile in pixels. Pass in `null` to leave as the
* @param {integer} [tileHeight=32] - The height of a tile in pixels. Pass in `null` to leave as the
* default.
* @param {number} [width=10] - The width of the map in tiles. Pass in `null` to leave as the
* @param {integer} [width=10] - The width of the map in tiles. Pass in `null` to leave as the
* default.
* @param {number} [height=10] - The height of the map in tiles. Pass in `null` to leave as the
* @param {integer} [height=10] - The height of the map in tiles. Pass in `null` to leave as the
* default.
* @param {array} [data] - Instead of loading from the cache, you can also load directly from a 2D
* array of tile indexes. Pass in `null` for no data.
* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
* a 2D array of tile indexes. Pass in `null` for no data.
* @param {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

View file

@ -4,48 +4,155 @@ var Tileset = new Class({
initialize:
function Tileset (name, firstgid, tileWidth, tileHeight, tileMargin, tileSpacing, properties, tileData)
/**
* A Tileset is a combination of an image containing the tiles and a container for data about
* each tile.
*
* @class Tileset
* @constructor
*
* @param {string} name - The name of the tileset in the map data.
* @param {integer} firstgid - The first tile index this tileset contains.
* @param {integer} [tileWidth=32] - Width of each tile (in pixels).
* @param {integer} [tileHeight=32] - Height of each tile (in pixels).
* @param {integer} [tileMargin=0] - The margin around all tiles in the sheet (in pixels).
* @param {integer} [tileSpacing=0] - The spacing between each tile in the sheet (in pixels).
* @param {object} [tileProperties={}] - Custom properties defined per tile in the Tileset.
* These typically are custom properties created in Tiled when editing a tileset.
* @param {object} [tileData={}] - Data stored per tile. These typically are created in Tiled
* when editing a tileset, e.g. from Tiled's tile collision editor or terrain editor.
*/
function Tileset (name, firstgid, tileWidth, tileHeight, tileMargin, tileSpacing, tileProperties, tileData)
{
if (tileWidth === undefined || tileWidth <= 0) { tileWidth = 32; }
if (tileHeight === undefined || tileHeight <= 0) { tileHeight = 32; }
if (tileMargin === undefined) { tileMargin = 0; }
if (tileSpacing === undefined) { tileSpacing = 0; }
if (properties === undefined) { properties = {}; }
if (tileProperties === undefined) { tileProperties = {}; }
if (tileData === undefined) { tileData = {}; }
/**
* The name of the Tileset.
* @property {string} name
*/
this.name = name;
/**
* The starting index of the first tile index this Tileset contains.
* @property {integer} firstgid
*/
this.firstgid = firstgid;
/**
* The width of each tile (in pixels). Use setTileSize to change.
* @property {integer} tileWidth
* @readonly
*/
this.tileWidth = tileWidth;
/**
* The height of each tile (in pixels). Use setTileSize to change.
* @property {integer} tileHeight
* @readonly
*/
this.tileHeight = tileHeight;
/**
* The margin around the tiles in the sheet (in pixels). Use `setSpacing` to change.
* @property {integer} tileMargin
* @readonly
*/
this.tileMargin = tileMargin;
/**
* The spacing between each the tile in the sheet (in pixels). Use `setSpacing` to change.
* @property {integer} tileSpacing
* @readonly
*/
this.tileSpacing = tileSpacing;
this.properties = properties;
/**
* Tileset-specific properties per tile that are typically defined in the Tiled editor.
* @property {object} tileProperties
*/
this.tileProperties = tileProperties;
/**
* Tileset-specific data per tile that are typically defined in the Tiled editor. This is
* where collision objects and terrain are stored.
* @property {object} tileData
*/
this.tileData = tileData;
/**
* The cached image that contains the individual tiles. Use setImage to set.
* @property {Texture|null} image
* @readonly
*/
this.image = null;
/**
* The number of tile rows in the the tileset.
* @property {integer} rows
* @readonly
*/
this.rows = 0;
/**
* The number of tile columns in the tileset.
* @property {integer} columns
* @readonly
*/
this.columns = 0;
/**
* The total number of tiles in the tileset.
* @property {integer} total
* @readonly
*/
this.total = 0;
/**
* The look-up table to specific tile image texture coordinates (UV in pixels). Each element
* contains the coordinates for a tile in an object of the form {x, y}.
* @property {object[]} texCoordinates
* @readonly
*/
this.texCoordinates = [];
},
/**
* Get a tile's properties that are stored in the Tileset. Returns null if tile index is not
* contained in this Tileset.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|undefined|null}
*/
getTileProperty: function (tileIndex)
{
if (!this.containsTileIndex(tileIndex)) { return null; }
return this.properties[tileIndex - this.firstgid];
return this.tileProperties[tileIndex - this.firstgid];
},
/**
* Get a tile's data that is stored in the Tileset. Returns null if tile index is not
* contained in this Tileset.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|undefined|null}
*/
getTileData: function (tileIndex)
{
if (!this.containsTileIndex(tileIndex)) { return null; }
return this.tileData[tileIndex - this.firstgid];
},
setImage: function (texture)
{
this.image = texture;
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
},
/**
* Returns true if and only if this Tileset contains the given tile index.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {boolean}
*/
containsTileIndex: function (tileIndex)
{
return (
@ -54,12 +161,40 @@ var Tileset = new Class({
);
},
/**
* Returns the texture coordinates (UV in pixels) in the Tileset image for the given tile index.
* Returns null if tile index is not contained in this Tileset.
*
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
* @returns {object|null} Object in the form { x, y } representing the top-left UV coordinate
* within the Tileset image.
*/
getTileTextureCoordinates: function (tileIndex)
{
if (!this.containsTileIndex(tileIndex)) { return null; }
return this.texCoordinates[tileIndex - this.firstgid];
},
/**
* Sets the image associated with this Tileset and updates the tile data (rows, columns, etc.).
*
* @param {Texture} texture - The image that contains the tiles.
* @returns {this}
*/
setImage: function (texture)
{
this.image = texture;
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
return this;
},
/**
* Sets the tile width & height and updates the tile data (rows, columns, etc.).
*
* @param {integer} [tileWidth] - The width of a tile in pixels.
* @param {integer} [tileHeight] - The height of a tile in pixels.
* @returns {this}
*/
setTileSize: function (tileWidth, tileHeight)
{
if (tileWidth !== undefined) { this.tileWidth = tileWidth; }
@ -69,8 +204,17 @@ var Tileset = new Class({
{
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
}
return this;
},
/**
* Sets the tile margin & spacing and updates the tile data (rows, columns, etc.).
*
* @param {integer} [margin] - The margin around the tiles in the sheet (in pixels).
* @param {integer} [spacing] - The spacing between the tiles in the sheet (in pixels).
* @returns {this}
*/
setSpacing: function (margin, spacing)
{
if (margin !== undefined) { this.tileMargin = margin; }
@ -80,8 +224,17 @@ var Tileset = new Class({
{
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
}
return this;
},
/**
* Updates tile texture coordinates and tileset data.
*
* @param {integer} imageWidth - The (expected) width of the image to slice.
* @param {integer} imageHeight - The (expected) height of the image to slice.
* @returns {this}
*/
updateTileData: function (imageWidth, imageHeight)
{
var rowCount = (imageHeight - this.tileMargin * 2 + this.tileSpacing) / (this.tileHeight + this.tileSpacing);
@ -92,8 +245,8 @@ var Tileset = new Class({
console.warn('Tileset ' + this.name + ' image tile area is not an even multiple of tile size');
}
// In Tiled a tileset image that is not an even multiple of the tile dimensions
// is truncated - hence the floor when calculating the rows/columns.
// In Tiled a tileset image that is not an even multiple of the tile dimensions is truncated
// - hence the floor when calculating the rows/columns.
rowCount = Math.floor(rowCount);
colCount = Math.floor(colCount);
@ -119,6 +272,8 @@ var Tileset = new Class({
tx = this.tileMargin;
ty += this.tileHeight + this.tileSpacing;
}
return this;
}
});

View file

@ -6,10 +6,10 @@ var GetTilesWithin = require('./GetTilesWithin');
* layer. Interesting faces are used internally for optimizing collisions against tiles. This method
* is mostly used internally.
*
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {LayerData} layer - [description]
*/
var CalculateFacesWithin = function (tileX, tileY, width, height, layer)

View file

@ -6,13 +6,13 @@ var CalculateFacesWithin = require('./CalculateFacesWithin');
* coordinates) within the layer. This copies all tile properties & recalculates collision
* information in the destination region.
*
* @param {number} srcTileX - [description]
* @param {number} srcTileY - [description]
* @param {number} width - [description]
* @param {number} height - [description]
* @param {number} destTileX - [description]
* @param {number} destTileY - [description]
* @param {number} destTileY - [description]
* @param {integer} srcTileX - [description]
* @param {integer} srcTileY - [description]
* @param {integer} width - [description]
* @param {integer} height - [description]
* @param {integer} destTileX - [description]
* @param {integer} destTileY - [description]
* @param {integer} destTileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {LayerData} layer - [description]
*/

View file

@ -9,8 +9,8 @@ var ReplaceByIndex = require('./ReplaceByIndex');
* created. This is useful if you want to lay down special tiles in a level that are converted to
* Sprites, but want to replace the tile itself with a floor tile or similar once converted.
*
* @param {number|array} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {number|array} replacements - The tile index, or array of indexes, to change a converted
* @param {integer|array} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {integer|array} replacements - The tile index, or array of indexes, to change a converted
* tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a
* one-to-one mapping with the indexes array.
* @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e.
@ -18,7 +18,7 @@ var ReplaceByIndex = require('./ReplaceByIndex');
* @param {Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
* @param {Camera} [camera=main camera] - The Camera to use when determining the world XY
* @param {LayerData} layer - [description]
* @return {array} An array of the Sprites that were created.
* @return {Sprite[]} An array of the Sprites that were created.
*/
var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, camera, layer)
{

View file

@ -5,7 +5,7 @@
* @param {LayerData} layer - [description]
* @param {Camera} [camera=main camera] - [description]
* @param {array} [outputArray] - [description]
* @returns {array}
* @returns {Tile[]}
*/
var CullTiles = function (layer, camera, outputArray)
{

View file

@ -6,11 +6,11 @@ var CalculateFacesWithin = require('./CalculateFacesWithin');
* specified index. Tiles will be set to collide if the given index is a colliding index.
* Collision information in the region will be recalculated.
*
* @param {number} index - [description]
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} index - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {LayerData} layer - [description]
*/

View file

@ -5,14 +5,14 @@ var GetTilesWithin = require('./GetTilesWithin');
* filter callback function. Any tiles that pass the filter test (i.e. where the callback returns
* true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
*
* @param {number} callback - The callback. Each tile in the given area will be passed to this
* @param {function} callback - The callback. Each tile in the given area will be passed to this
* callback as the first and only parameter. The callback should return true for tiles that pass the
* filter.
* @param {number} [context] - The context under which the callback should be run.
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
@ -21,7 +21,7 @@ var GetTilesWithin = require('./GetTilesWithin');
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
* @param {LayerData} layer - [description]
* @returns {array} The filtered array of Tiles.
* @returns {Tile[]} The filtered array of Tiles.
*/
var FilterTiles = function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
{

View file

@ -5,9 +5,9 @@
* If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to
* the top-left.
*
* @param {number} index - The tile index value to search for.
* @param {number} [skip=0] - The number of times to skip a matching tile before returning.
* @param {number} [reverse=false] - If true it will scan the layer in reverse, starting at the
* @param {integer} index - The tile index value to search for.
* @param {integer} [skip=0] - The number of times to skip a matching tile before returning.
* @param {boolean} [reverse=false] - If true it will scan the layer in reverse, starting at the
* bottom-right. Otherwise it scans from the top-left.
* @param {LayerData} layer - [description]
* @return {Tile|null} The first (or n skipped) tile with the matching index.

View file

@ -4,13 +4,13 @@ var GetTilesWithin = require('./GetTilesWithin');
* For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
* callback. Similar to Array.prototype.forEach in vanilla JS.
*
* @param {number} callback - The callback. Each tile in the given area will be passed to this
* @param {function} callback - The callback. Each tile in the given area will be passed to this
* callback as the first and only parameter.
* @param {number} [context] - The context under which the callback should be run.
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.

View file

@ -3,8 +3,8 @@ var IsInLayerBounds = require('./IsInLayerBounds');
/**
* Gets a tile at the given tile coordinates from the given layer.
*
* @param {number} tileX - X position to get the tile from (given in tile units, not pixels)
* @param {number} tileY - Y position to get the tile from (given in tile units, not pixels)
* @param {integer} tileX - X position to get the tile from (given in tile units, not pixels).
* @param {integer} tileY - Y position to get the tile from (given in tile units, not pixels).
* @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile
* object with an index of -1.
* @param {LayerData} layer - [description]

View file

@ -3,10 +3,10 @@ var GetFastValue = require('../../../utils/object/GetFastValue');
/**
* Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
*
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
* -1 for an index.
@ -15,7 +15,7 @@ var GetFastValue = require('../../../utils/object/GetFastValue');
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
* have at least one interesting face.
* @param {LayerData} layer - [description]
* @return {array} Array of Tile objects.
* @return {Tile[]} Array of Tile objects.
*/
var GetTilesWithin = function (tileX, tileY, width, height, filteringOptions, layer)
{

View file

@ -30,7 +30,7 @@ var TriangleToRectangle = function (triangle, rect)
* have at least one interesting face.
* @param {Camera} [camera=main camera] - [description]
* @param {LayerData} layer - [description]
* @return {array} Array of Tile objects.
* @return {Tile[]} Array of Tile objects.
*/
var GetTilesWithinShape = function (shape, filteringOptions, camera, layer)
{

View file

@ -18,7 +18,7 @@ var WorldToTileY = require('./WorldToTileY');
* have at least one interesting face.
* @param {Camera} [camera=main camera] - [description]
* @param {LayerData} layer - [description]
* @return {array} Array of Tile objects.
* @return {Tile[]} Array of Tile objects.
*/
var GetTilesWithinWorldXY = function (worldX, worldY, width, height, filteringOptions, camera, layer)
{

View file

@ -4,8 +4,8 @@ var IsInLayerBounds = require('./IsInLayerBounds');
* Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns
* false if there is no tile or if the tile at that location has an index of -1.
*
* @param {number} tileX - [description]
* @param {number} tileY - [description]
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {LayerData} layer - [description]
* @return {boolean}
*/

View file

@ -1,8 +1,8 @@
/**
* Checks if the given tile coordinates are within the bounds of the layer.
*
* @param {number} tileX - [description]
* @param {number} tileY - [description]
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {LayerData} layer - [description]
* @return {boolean}
*/

View file

@ -8,9 +8,9 @@ var RecalculateFacesAt = require('./RecalculateFacesAt');
* location. If you pass in an index, only the index at the specified location will be changed.
* Collision information will be recalculated at the specified location.
*
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
* @param {number} tileX - [description]
* @param {number} tileY - [description]
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {LayerData} layer - [description]
* @return {Tile} The Tile object that was created or added to this map.

View file

@ -8,9 +8,9 @@ var WorldToTileY = require('./WorldToTileY');
* specified location. If you pass in an index, only the index at the specified location will be
* changed. Collision information will be recalculated at the specified location.
*
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
* @param {number} worldX - [description]
* @param {number} worldY - [description]
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
* @param {integer} worldX - [description]
* @param {integer} worldY - [description]
* @param {boolean} [recalculateFaces=true] - [description]
* @param {Camera} [camera=main camera] - [description]
* @param {LayerData} layer - [description]

View file

@ -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

@ -8,11 +8,11 @@ var GetRandomElement = require('../../../utils/array/GetRandomElement');
* indexes found within the region (excluding -1) will be used for randomly assigning new tile
* indexes. This method only modifies tile indexes and does not change collision information.
*
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {array} [indexes] - An array of indexes to randomly draw from during randomization.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
* @param {LayerData} layer - [description]
*/
var Randomize = function (tileX, tileY, width, height, indexes, layer)

View file

@ -5,8 +5,8 @@ var GetTileAt = require('./GetTileAt');
* faces are used internally for optimizing collisions against tiles. This method is mostly used
* internally to optimize recalculating faces when only one tile has been changed.
*
* @param {number} tileX - [description]
* @param {number} tileY - [description]
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {LayerData} layer - [description]
*/
var RecalculateFacesAt = function (tileX, tileY, layer)

View file

@ -6,9 +6,9 @@ var RecalculateFacesAt = require('./RecalculateFacesAt');
* Removes the tile at the given tile coordinates in the specified layer and updates the layer's
* collision information.
*
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
* @param {number} tileX - [description]
* @param {number} tileY - [description]
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
* @param {integer} tileX - [description]
* @param {integer} tileY - [description]
* @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified
* location with null instead of a Tile with an index of -1.
* @param {boolean} [recalculateFaces=true] - [description]

View file

@ -6,7 +6,7 @@ var WorldToTileY = require('./WorldToTileY');
* Removes the tile at the given world coordinates in the specified layer and updates the layer's
* collision information.
*
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
* @param {number} worldX - [description]
* @param {number} worldY - [description]
* @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified

View file

@ -5,12 +5,12 @@ var GetTilesWithin = require('./GetTilesWithin');
* `findIndex` and updates their index to match `newIndex`. This only modifies the index and does
* not change collision information.
*
* @param {number} findIndex - [description]
* @param {number} newIndex - [description]
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} findIndex - [description]
* @param {integer} newIndex - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {LayerData} layer - [description]
*/
var ReplaceByIndex = function (findIndex, newIndex, tileX, tileY, width, height, layer)

View file

@ -7,7 +7,7 @@ var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
* single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
* collision will be enabled (true) or disabled (false).
*
* @param {number|array} indexes - Either a single tile index, or an array of tile indexes.
* @param {integer|array} indexes - Either a single tile index, or an array of tile indexes.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the

View file

@ -8,8 +8,8 @@ var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
* enabled (true) or disabled (false).
*
* @param {number} start - The first index of the tile to be set for collision.
* @param {number} stop - The last index of the tile to be set for collision.
* @param {integer} start - The first index of the tile to be set for collision.
* @param {integer} stop - The last index of the tile to be set for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the

View file

@ -7,7 +7,7 @@ var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
* the given array. The `collides` parameter controls if collision will be enabled (true) or
* disabled (false).
*
* @param {array} indexes - An array of the tile indexes to not be counted for collision.
* @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the

View file

@ -2,7 +2,7 @@
* Internally used method to keep track of the tile indexes that collide within a layer. This
* updates LayerData.collideIndexes to either contain or not contain the given `tileIndex`.
*
* @param {number} tileIndex - [description]
* @param {integer} tileIndex - [description]
* @param {boolean} [collides=true] - [description]
* @param {LayerData} layer - [description]
*/

View file

@ -4,7 +4,7 @@
* will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile
* at a specific location on the map then see setTileLocationCallback.
*
* @param {number|array} indexes - Either a single tile index, or an array of tile indexes to have a
* @param {integer|array} indexes - Either a single tile index, or an array of tile indexes to have a
* collision callback set for.
* @param {function} callback - The callback that will be invoked when the tile is collided with.
* @param {object} callbackContext - The context under which the callback is called.

View file

@ -5,10 +5,10 @@ var GetTilesWithin = require('./GetTilesWithin');
* If a callback is already set for the tile index it will be replaced. Set the callback to null to
* remove it.
*
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {function} callback - The callback that will be invoked when the tile is collided with.
* @param {object} callbackContext - The context under which the callback is called.
* @param {LayerData} layer - [description]

View file

@ -7,10 +7,10 @@ var ShuffleArray = require('../../../utils/array/Shuffle');
* appear to have changed! This method only modifies tile indexes and does not change collision
* information.
*
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {LayerData} layer - [description]
*/
var Shuffle = function (tileX, tileY, width, height, layer)

View file

@ -5,12 +5,12 @@ var GetTilesWithin = require('./GetTilesWithin');
* `indexA` and swaps then with `indexB`. This only modifies the index and does not change collision
* information.
*
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} [tileX=0] - [description]
* @param {number} [tileY=0] - [description]
* @param {number} [width=max width based on tileX] - [description]
* @param {number} [height=max height based on tileY] - [description]
* @param {integer} tileA - First tile index.
* @param {integer} tileB - Second tile index.
* @param {integer} [tileX=0] - [description]
* @param {integer} [tileY=0] - [description]
* @param {integer} [width=max width based on tileX] - [description]
* @param {integer} [height=max height based on tileY] - [description]
* @param {LayerData} layer - [description]
*/
var SwapByIndex = function (indexA, indexB, tileX, tileY, width, height, layer)

View file

@ -2,7 +2,7 @@
* Internally used method to convert from tile X coordinates to world X coordinates, factoring in
* layer position, scale and scroll.
*
* @param {number} tileX - [description]
* @param {integer} tileX - [description]
* @param {Camera} [camera=main camera] - [description]
* @param {LayerData} layer - [description]
* @returns {number}

View file

@ -2,7 +2,7 @@
* Internally used method to convert from tile Y coordinates to world Y coordinates, factoring in
* layer position, scale and scroll.
*
* @param {number} tileY - [description]
* @param {integer} tileY - [description]
* @param {Camera} [camera=main camera] - [description]
* @param {LayerData} layer - [description]
* @returns {number}

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

@ -26,18 +26,60 @@ var DynamicTilemapLayer = new Class({
initialize:
/**
* A DynamicTilemapLayer is a game object that renders LayerData from a Tilemap. A
* DynamicTilemapLayer can only render tiles from a single tileset.
*
* A DynamicTilemapLayer trades some speed for being able to apply powerful effects. Unlike a
* StaticTilemapLayer, you can apply per-tile effects like tint or alpha, and you can change the
* tiles in a DynamicTilemapLayer. Use this over a StaticTilemapLayer when you need those
* features.
*
* @class DynamicTilemapLayer
* @constructor
*
* @param {Scene} scene - [description]
* @param {Tilemap} tilemap - The Tilemap this layer is a part of.
* @param {integer} layerIndex - The index of the LayerData associated with this layer.
* @param {Tileset} tileset - The tileset used to render the tiles in this layer.
* @param {number} [x=0] - The world x position where the top left of this layer will be placed.
* @param {number} [y=0] - The world y position where the top left of this layer will be placed.
*/
function DynamicTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
{
GameObject.call(this, scene, 'DynamicTilemapLayer');
/**
* The Tilemap that this layer is a part of.
* @property {Tilemap} map
*/
this.map = tilemap;
/**
* The index of the LayerData associated with this layer.
* @property {integer} layerIndex
*/
this.layerIndex = layerIndex;
/**
* The LayerData associated with this layer. LayerData can only be associated with one
* tilemap layer.
* @property {LayerData} layerIndex
*/
this.layer = tilemap.layers[layerIndex];
this.layer.tilemapLayer = this; // Link the LayerData with this static tilemap layer
/**
* The Tileset associated with this layer. A tilemap layer can only render from one Tileset.
* @property {Tileset} tileset
*/
this.tileset = tileset;
// Link the layer data with this dynamic tilemap layer
this.layer.tilemapLayer = this;
/**
* Used internally with the canvas render. This holds the tiles that are visible within the
* camera.
* @property {Tileset} culledTiles
*/
this.culledTiles = [];
this.setTexture(tileset.image.key);
@ -49,32 +91,60 @@ var DynamicTilemapLayer = new Class({
this.skipIndexZero = false;
},
/**
* See component documentation.
*
* @return {this}
*/
calculateFacesWithin: function (tileX, tileY, width, height)
{
TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Sprite[]}
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera)
{
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
cull: function (camera)
{
TilemapComponents.CullTiles(this.layer, camera, this.culledTiles);
return TilemapComponents.CullTiles(this.layer, camera, this.culledTiles);
},
/**
* See component documentation.
*
* @return {this}
*/
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces)
{
TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, this.layer);
return this;
},
/**
* Destroys this DynamicTilemapLayer and removes its link to the associated LayerData.
*
* @method Phaser.TilemapLayer#destroy
*/
destroy: function ()
{
// Uninstall this layer only if it is still installed on the LayerData object
if (this.layer.tilemapLayer === this) { this.layer.tilemapLayer = undefined; }
if (this.layer.tilemapLayer === this)
{
this.layer.tilemapLayer = undefined;
}
this.map = undefined;
this.layer = undefined;
this.tileset = undefined;
@ -82,153 +152,304 @@ var DynamicTilemapLayer = new Class({
GameObject.prototype.destroy.call(this);
},
/**
* See component documentation.
*
* @return {this}
*/
fill: function (index, tileX, tileY, width, height, recalculateFaces)
{
TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
findByIndex: function (findIndex, skip, reverse)
{
return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile}
*/
getTileAt: function (tileX, tileY, nonNull)
{
return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
getTileAtWorldXY: function (worldX, worldY, nonNull, camera)
{
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithin: function (tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithinShape: function (shape, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer);
},
/**
* See component documentation.
*
* @return {boolean}
*/
hasTileAt: function (tileX, tileY)
{
return TilemapComponents.HasTileAt(tileX, tileY, this.layer);
},
/**
* See component documentation.
*
* @return {boolean}
*/
hasTileAtWorldXY: function (worldX, worldY, camera)
{
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
putTileAt: function (tile, tileX, tileY, recalculateFaces)
{
return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera)
{
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.
*
* @return {this}
*/
randomize: function (tileX, tileY, width, height, indexes)
{
TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile}
*/
removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces)
{
return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera)
{
return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
renderDebug: function (graphics, styleConfig)
{
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height)
{
TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollision: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionBetween: function (start, stop, collides, recalculateFaces)
{
TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionByExclusion: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setTileIndexCallback: function (indexes, callback, callbackContext)
{
TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext)
{
TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
shuffle: function (tileX, tileY, width, height)
{
TilemapComponents.Shuffle(tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
swapByIndex: function (indexA, indexB, tileX, tileY, width, height)
{
TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {number}
*/
worldToTileX: function (worldX, snapToFloor, camera)
{
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
},
/**
* See component documentation.
*
* @return {number}
*/
worldToTileY: function (worldY, snapToFloor, camera)
{
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Vector}
*/
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
{
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);

View file

@ -11,11 +11,11 @@ var Formats = require('../Formats');
* the map data.
*
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
* @param {number} mapFormat - See ../Formats.js.
* @param {array|string|object} data - 2D array, CSV string or Tiled JSON object.
* @param {number} tileWidth - The width of a tile in pixels. Required for 2D array and CSV, but
* @param {integer} mapFormat - See ../Formats.js.
* @param {integer[][]|string|object} data - 2D array, CSV string or Tiled JSON object.
* @param {integer} tileWidth - The width of a tile in pixels. Required for 2D array and CSV, but
* ignored for Tiled JSON.
* @param {number} tileHeight - The height of a tile in pixels. Required for 2D array and CSV, but
* @param {integer} tileHeight - The height of a tile in pixels. Required for 2D array and CSV, but
* ignored for Tiled JSON.
* @param {boolean} insertNull - 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

View file

@ -7,9 +7,9 @@ var Tile = require('../Tile');
* Parses a 2D array of tile indexes into a new MapData object with a single layer.
*
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
* @param {array} data - 2D array, CSV string or Tiled JSON object.
* @param {number} tileWidth - The width of a tile in pixels.
* @param {number} tileHeight - The height of a tile in pixels.
* @param {integer[][]} data - 2D array, CSV string or Tiled JSON object.
* @param {integer} tileWidth - The width of a tile in pixels.
* @param {integer} tileHeight - The height of a tile in pixels.
* @param {boolean} insertNull - 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

View file

@ -6,8 +6,8 @@ var Parse2DArray = require('./Parse2DArray');
*
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
* @param {string} data - CSV string of tile indexes.
* @param {number} tileWidth - The width of a tile in pixels.
* @param {number} tileHeight - The height of a tile in pixels.
* @param {integer} tileWidth - The width of a tile in pixels.
* @param {integer} tileHeight - The height of a tile in pixels.
* @param {boolean} insertNull - 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

View file

@ -169,7 +169,7 @@ var ParseJSONTiled = function (name, json, insertNull)
if (set.image)
{
var newSet = new Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
var newSet = new Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing);
// Properties stored per-tile in object with string indexes starting at "0"
if (set.tileproperties)

View file

@ -27,17 +27,60 @@ var StaticTilemapLayer = new Class({
initialize:
/**
* A StaticTilemapLayer is a game object that renders LayerData from a Tilemap. A
* StaticTilemapLayer can only render tiles from a single tileset.
*
* A StaticTilemapLayer is optimized for speed over flexibility. You cannot apply per-tile
* effects like tint or alpha. You cannot change the tiles in a StaticTilemapLayer. Use this
* over a DynamicTilemapLayer when you don't need either of those features.
*
* @class StaticTilemapLayer
* @constructor
*
* @param {Scene} scene - [description]
* @param {Tilemap} tilemap - The Tilemap this layer is a part of.
* @param {integer} layerIndex - The index of the LayerData associated with this layer.
* @param {Tileset} tileset - The tileset used to render the tiles in this layer.
* @param {number} [x=0] - The world x position where the top left of this layer will be placed.
* @param {number} [y=0] - The world y position where the top left of this layer will be placed.
*/
function StaticTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
{
GameObject.call(this, scene, 'StaticTilemapLayer');
/**
* The Tilemap that this layer is a part of.
* @property {Tilemap} map
*/
this.map = tilemap;
/**
* The index of the LayerData associated with this layer.
* @property {integer} layerIndex
*/
this.layerIndex = layerIndex;
/**
* The LayerData associated with this layer. LayerData can only be associated with one
* tilemap layer.
* @property {LayerData} layerIndex
*/
this.layer = tilemap.layers[layerIndex];
this.layer.tilemapLayer = this; // Link the LayerData with this static tilemap layer
/**
* The Tileset associated with this layer. A tilemap layer can only render from one Tileset.
* @property {Tileset} tileset
*/
this.tileset = tileset;
// Link the layer data with this static tilemap layer
this.layer.tilemapLayer = this;
/**
* Used internally with the canvas render. This holds the tiles that are visible within the
* camera.
* @property {Tileset} culledTiles
*/
this.culledTiles = [];
this.vbo = null;
this.gl = scene.sys.game.renderer.gl ? scene.sys.game.renderer.gl : null;
@ -47,7 +90,6 @@ var StaticTilemapLayer = new Class({
this.dirty = true;
this.vertexCount = 0;
this.culledTiles = [];
this.setTexture(tileset.image.key);
this.setPosition(x, y);
@ -60,6 +102,9 @@ var StaticTilemapLayer = new Class({
scene.sys.game.renderer.addContextRestoredCallback(this.contextRestore.bind(this));
},
/**
* @return {this}
*/
contextRestore: function (renderer)
{
this.tileTexture = null;
@ -67,15 +112,19 @@ var StaticTilemapLayer = new Class({
this.vbo = null;
this.gl = renderer.gl;
this.tilemapRenderer = renderer.tilemapRenderer;
return this;
},
/**
* Upload the tile data to a VBO.
*
* @return {this}
*/
upload: function (camera)
{
var tileset = this.tileset;
var mapWidth = this.layer.width;
var mapHeight = this.layer.height;
var tileWidth = this.layer.tileWidth;
var tileHeight = this.layer.tileHeight;
var width = this.texture.source[0].width;
var height = this.texture.source[0].height;
var mapData = this.layer.data;
@ -119,10 +168,10 @@ var StaticTilemapLayer = new Class({
tile = mapData[row][col];
if (tile === null || (tile.index <= 0 && this.skipIndexZero)) { continue; }
var tx = col * tileWidth;
var ty = row * tileHeight;
var txw = tx + tileWidth;
var tyh = ty + tileHeight;
var tx = tile.worldX;
var ty = tile.worldY;
var txw = tx + tile.width;
var tyh = ty + tile.height;
texCoords = tileset.getTileTextureCoordinates(tile.index);
if (texCoords === null) { continue; }
@ -130,8 +179,8 @@ var StaticTilemapLayer = new Class({
// Inset UV coordinates by 0.5px to prevent tile bleeding
var u0 = (texCoords.x + 0.5) / width;
var v0 = (texCoords.y + 0.5) / height;
var u1 = (texCoords.x + tileWidth - 0.5) / width;
var v1 = (texCoords.y + tileHeight - 0.5) / height;
var u1 = (texCoords.x + tile.width - 0.5) / width;
var v1 = (texCoords.y + tile.height - 0.5) / height;
var tx0 = tx;
var ty0 = ty;
@ -201,131 +250,250 @@ var StaticTilemapLayer = new Class({
]
);
}
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
calculateFacesWithin: function (tileX, tileY, width, height)
{
TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Sprite[]}
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera)
{
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
cull: function (camera)
{
TilemapComponents.CullTiles(this.layer, camera, this.culledTiles);
return TilemapComponents.CullTiles(this.layer, camera, this.culledTiles);
},
/**
* Destroys this StaticTilemapLayer and removes its link to the associated LayerData.
*/
destroy: function ()
{
// Uninstall this layer only if it is still installed on the LayerData object
if (this.layer.tilemapLayer === this) { this.layer.tilemapLayer = undefined; }
if (this.layer.tilemapLayer === this)
{
this.layer.tilemapLayer = undefined;
}
this.map = undefined;
this.layer = undefined;
this.tileset = undefined;
GameObject.prototype.destroy.call(this);
},
/**
* See component documentation.
*
* @return {Tile}
*/
findByIndex: function (findIndex, skip, reverse)
{
return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {Tile}
*/
getTileAt: function (tileX, tileY, nonNull)
{
return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
},
/**
* See component documentation.
*
* @return {Tile}
*/
getTileAtWorldXY: function (worldX, worldY, nonNull, camera)
{
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithin: function (tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Tile[]}
*/
getTilesWithinShape: function (shape, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer);
},
/**
* See component documentation.
*
* @return {boolean}
*/
hasTileAt: function (tileX, tileY)
{
return TilemapComponents.HasTileAt(tileX, tileY, this.layer);
},
/**
* See component documentation.
*
* @return {boolean}
*/
hasTileAtWorldXY: function (worldX, worldY, camera)
{
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
},
/**
* See component documentation.
*
* @return {this}
*/
renderDebug: function (graphics, styleConfig)
{
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollision: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionBetween: function (start, stop, collides, recalculateFaces)
{
TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setCollisionByExclusion: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setTileIndexCallback: function (indexes, callback, callbackContext)
{
TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {this}
*/
setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext)
{
TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer);
return this;
},
/**
* See component documentation.
*
* @return {number}
*/
worldToTileX: function (worldX, snapToFloor, camera)
{
return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
},
/**
* See component documentation.
*
* @return {number}
*/
worldToTileY: function (worldY, snapToFloor, camera)
{
return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
},
/**
* See component documentation.
*
* @return {Vector}
*/
worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
{
return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);

View file

@ -69,9 +69,7 @@ var Pointer = new Class({
positionToCamera: function (camera, output)
{
if (output === undefined) { output = { x: 0, y: 0 }; }
return camera.screenToCamera(this.position.x, this.position.y, output);
return camera.getWorldPoint(this.position, output);
},
x: {

View file

@ -17,7 +17,7 @@ var HitTest = function (tempMatrix, x, y, gameObjects, camera, output)
return output;
}
var screenPoint = camera.cameraToWorld({ x: x, y: y });
var screenPoint = camera.getWorldPoint({ x: x, y: y });
var culledGameObjects = camera.cull(gameObjects);
for (var i = 0; i < culledGameObjects.length; i++)

View file

@ -479,6 +479,11 @@ var World = new Class({
return this;
},
shutdown: function ()
{
},
destroy: function ()
{
this.scene = null;

View file

@ -6,6 +6,7 @@ var Detector = require('./lib/collision/Detector');
var GetFastValue = require('../../utils/object/GetFastValue');
var Merge = require('../../utils/object/Merge');
var Sleeping = require('./lib/core/Sleeping');
var Vector2 = require('../../math/Vector2');
var Vertices = require('./lib/geometry/Vertices');
var PointerConstraint = new Class({
@ -53,6 +54,9 @@ var PointerConstraint = new Class({
this.active = true;
// The transformed position
this.position = new Vector2();
this.constraint = Constraint.create(Merge(options, defaults));
this.world.events.on('BEFORE_UPDATE_EVENT', this.update, 0, this);
@ -123,15 +127,17 @@ var PointerConstraint = new Class({
}
else
{
var position = this.camera.worldToCamera({ x: pointer.position.x, y: pointer.position.y });
var pos = this.position;
this.camera.getWorldPoint(pointer.position, pos);
if (constraint.bodyB)
{
// Pointer is down and we have bodyB, so wake it up
Sleeping.set(constraint.bodyB, false);
constraint.pointA.x = position.x;
constraint.pointA.y = position.y;
constraint.pointA.x = pos.x;
constraint.pointA.y = pos.y;
}
else
{
@ -142,10 +148,10 @@ var PointerConstraint = new Class({
{
var body = bodies[i];
if (!body.ignorePointer && Bounds.contains(body.bounds, position) &&
if (!body.ignorePointer && Bounds.contains(body.bounds, pos) &&
Detector.canCollide(body.collisionFilter, constraint.collisionFilter))
{
if (this.getBodyPart(body, position))
if (this.getBodyPart(body, pos))
{
break;
}

View file

@ -167,7 +167,7 @@ var World = new Class({
{
if (wall)
{
this.localWorld.remove(wall);
MatterWorld.remove(this.localWorld, wall);
}
// adjust center
@ -180,7 +180,7 @@ var World = new Class({
{
if (wall)
{
this.localWorld.remove(wall);
MatterWorld.remove(this.localWorld, wall);
}
this.walls[position] = null;
@ -322,12 +322,14 @@ var World = new Class({
shutdown: function ()
{
MatterWorld.clear(this.localWorld, false);
Engine.clear(this.engine);
},
destroy: function ()
{
// TODO
this.shutdown();
}
});

View file

@ -243,6 +243,8 @@ var Systems = new Class({
{
// Was stopped by the GlobalSceneManager
console.log('Scene.shutdown');
this.settings.active = false;
this.settings.visible = false;
@ -250,6 +252,7 @@ var Systems = new Class({
this.updateList.shutdown();
this.time.shutdown();
this.tweens.shutdown();
this.physicsManager.shutdown();
if (this.scene.shutdown)
{
@ -257,14 +260,13 @@ var Systems = new Class({
}
},
// Game level nuke
// TODO: Game level nuke
destroy: function ()
{
// TODO
this.add.destroy();
this.time.destroy();
this.tweens.destroy();
this.physicsManager.destroy();
// etc
if (this.scene.destroy)

View file

@ -24,7 +24,7 @@ var PhysicsManager = new Class({
this.system;
// This gets set by the physics system during boot
this.world = { update: NOOP, postUpdate: NOOP };
this.world = { update: NOOP, postUpdate: NOOP, shutdown: NOOP, destroy: NOOP };
// This gets set by the physics system during boot
this.add;
@ -70,6 +70,16 @@ var PhysicsManager = new Class({
postUpdate: function ()
{
this.world.postUpdate();
},
shutdown: function ()
{
this.world.shutdown();
},
destroy: function ()
{
this.world.destroy();
}
});