Finished off RenderTexture. Sprites can now accept a RenderTexture or a key when you create them. RenderTextures are also now stored in the cache under their own key, making re-using them across other Sprites much easier. Also ported over all of the Tilemap classes, but need to get them rendering.

This commit is contained in:
Richard Davey 2013-09-11 02:57:36 +01:00
parent f885f7b023
commit 48ed27dfcc
11 changed files with 1292 additions and 73 deletions

View file

@ -102,4 +102,7 @@
<script src="../src/particles/arcade/ArcadeParticles.js"></script>
<script src="../src/particles/arcade/Emitter.js"></script>
<script src="../src/tilemap/Tilemap.js"></script>
<script src="../src/tilemap/TilemapLayer.js"></script>
<script src="../src/tilemap/Tile.js"></script>

View file

@ -22,8 +22,13 @@
function create() {
// var tempSprite = game.add.sprite(game.world.randomX, game.world.randomY, game.rnd.pick(images));
var renderTexture = new Phaser.RenderTexture(800, 600);
var tempSprite = game.add.sprite(0, 0, 'atari1');
tempSprite.visible = false;
var renderTexture = game.add.renderTexture('fuji', 320, 200);
renderTexture.render(tempSprite);
var texturedSprite = game.add.sprite(400, 300, renderTexture);
}

View file

@ -31,7 +31,7 @@ MonsterBunny.prototype.update = function() {
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
function preload() {
@ -49,12 +49,6 @@ MonsterBunny.prototype.update = function() {
}
function update() {
}
function render() {
}
})();
</script>

69
examples/tilemap.php Normal file
View file

@ -0,0 +1,69 @@
<!DOCTYPE HTML>
<html>
<head>
<title>phaser.js - a new beginning</title>
<?php
require('js.php');
?>
</head>
<body>
<script type="text/javascript">
(function () {
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update, render: render });
function preload() {
// CSV Tilemap Test
// First we load our map data (a csv file)
game.load.text('csvtest', 'assets/maps/catastrophi_level2.csv');
// Then we load the actual tile sheet image
game.load.image('csvtiles', 'assets/tiles/catastrophi_tiles_16.png');
}
function create() {
// game, key, mapData, format, resizeWorld, tileWidth, tileHeight
// This creates the tilemap using the csv and tile sheet we loaded.
// We tell it use to CSV format parser. The 16x16 are the tile sizes.
// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
var t = new Phaser.Tilemap(game, 'csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
}
function update() {
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT))
{
game.camera.x += 4;
}
if (game.input.keyboard.isDown(Phaser.Keyboard.UP))
{
game.camera.y -= 4;
}
else if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN))
{
game.camera.y += 4;
}
}
function render() {
}
})();
</script>
</body>
</html>

View file

@ -21,13 +21,13 @@ Phaser.GameObjectFactory.prototype = {
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @param [texture] {string|RenderTexture} The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture
* @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Sprite} The newly created sprite object.
*/
sprite: function (x, y, key, frame) {
sprite: function (x, y, texture, frame) {
return this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
return this.world.add(new Phaser.Sprite(this.game, x, y, texture, frame));
},
@ -36,13 +36,13 @@ Phaser.GameObjectFactory.prototype = {
*
* @param x {number} X position of the new sprite.
* @param y {number} Y position of the new sprite.
* @param [key] {string} The image key as defined in the Game.Cache to use as the texture for this sprite
* @param [texture] {string|RenderTexture} The image key as defined in the Game.Cache to use as the texture for this sprite OR a RenderTexture
* @param [frame] {string|number} If the sprite uses an image from a texture atlas or sprite sheet you can pass the frame here. Either a number for a frame ID or a string for a frame name.
* @returns {Sprite} The newly created sprite object.
*/
child: function (parent, x, y, key, frame) {
child: function (parent, x, y, texture, frame) {
var child = this.world.add(new Phaser.Sprite(this.game, x, y, key, frame));
var child = this.world.add(new Phaser.Sprite(this.game, x, y, texture, frame));
parent.addChild(child);
return child;
@ -52,12 +52,11 @@ Phaser.GameObjectFactory.prototype = {
* Create a tween object for a specific object. The object can be any JavaScript object or Phaser object such as Sprite.
*
* @param obj {object} Object the tween will be run on.
* @param [localReference] {bool} If true the tween will be stored in the object.tween property so long as it exists. If already set it'll be over-written.
* @return {Phaser.Tween} The newly created tween object.
*/
tween: function (obj, localReference) {
tween: function (obj) {
return this.game.tweens.create(obj, localReference);
return this.game.tweens.create(obj);
},
@ -109,4 +108,14 @@ Phaser.GameObjectFactory.prototype = {
},
renderTexture: function (key, width, height) {
var texture = new Phaser.RenderTexture(this.game, key, width, height);
this.game.cache.addRenderTexture(key, texture);
return texture;
},
};

View file

@ -1,17 +1,9 @@
Phaser.RenderTexture = function (game, width, height) {
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
this.exists = true;
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
this.alive = true;
this.group = null;
this.name = '';
Phaser.RenderTexture = function (game, key, width, height) {
this.game = game;
this.name = key;
PIXI.EventTarget.call( this );
this.width = width || 100;

View file

@ -1,8 +1,8 @@
Phaser.Sprite = function (game, x, y, key, frame) {
Phaser.Sprite = function (game, x, y, texture, frame) {
x = x || 0;
y = y || 0;
key = key || null;
texture = texture || null;
frame = frame || null;
this.game = game;
@ -23,13 +23,47 @@ Phaser.Sprite = function (game, x, y, key, frame) {
// The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
this.lifespan = 0;
if (key == null || this.game.cache.checkImageKey(key) == false)
if (texture instanceof Phaser.RenderTexture)
{
key = '__default';
PIXI.Sprite.call(this, texture);
this.currentFrame = this.game.cache.getTextureFrame(texture.name);
}
else
{
if (texture == null || this.game.cache.checkImageKey(texture) == false)
{
texture = '__default';
}
PIXI.Sprite.call(this, PIXI.TextureCache[texture]);
if (this.game.cache.isSpriteSheet(texture))
{
this.animations.loadFrameData(this.game.cache.getFrameData(texture));
if (frame !== null)
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
}
else
{
this.currentFrame = this.game.cache.getFrame(texture);
}
}
PIXI.Sprite.call(this, PIXI.TextureCache[key]);
/**
* The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
* @type Events
*/
this.events = new Phaser.Events(this);
/**
@ -38,27 +72,10 @@ Phaser.Sprite = function (game, x, y, key, frame) {
*/
this.animations = new Phaser.AnimationManager(this);
if (this.game.cache.isSpriteSheet(key))
{
this.animations.loadFrameData(this.game.cache.getFrameData(key));
if (frame !== null)
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
}
else
{
this.currentFrame = this.game.cache.getFrame(key);
}
/**
* The Input Handler Component
* @type InputHandler
*/
this.input = new Phaser.InputHandler(this);
/**

View file

@ -29,6 +29,12 @@ Phaser.Cache = function (game) {
*/
this._images = {};
/**
* RenderTexture key-value container.
* @type {object}
*/
this._textures = {};
/**
* Sound key-value container.
* @type {object}
@ -59,6 +65,19 @@ Phaser.Cache.prototype = {
},
/**
* Add a new canvas.
* @param key {string} Asset key for this canvas.
* @param canvas {RenderTexture} A RenderTexture.
*/
addRenderTexture: function (key, texture) {
var frame = new Phaser.Animation.Frame(0, 0, texture.width, texture.height, '', '');
this._textures[key] = { texture: texture, frame: frame };
},
/**
* Add a new sprite sheet.
* @param key {string} Asset key for the sprite sheet.
@ -176,7 +195,8 @@ Phaser.Cache.prototype = {
var locked = this.game.sound.touchLocked;
var decoded = false;
if (audioTag) {
if (audioTag)
{
decoded = true;
}
@ -188,8 +208,8 @@ Phaser.Cache.prototype = {
var _this = this;
if (this._sounds[key]) {
if (this._sounds[key])
{
this._sounds[key].data.src = this._sounds[key].url;
this._sounds[key].data.addEventListener('canplaythrough', function () {
@ -202,7 +222,8 @@ Phaser.Cache.prototype = {
reloadSoundComplete: function (key) {
if (this._sounds[key]) {
if (this._sounds[key])
{
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
}
@ -211,7 +232,8 @@ Phaser.Cache.prototype = {
updateSound: function (key, property, value) {
if (this._sounds[key]) {
if (this._sounds[key])
{
this._sounds[key][property] = value;
}
@ -252,7 +274,8 @@ Phaser.Cache.prototype = {
*/
getCanvas: function (key) {
if (this._canvases[key]) {
if (this._canvases[key])
{
return this._canvases[key].canvas;
}
@ -282,7 +305,8 @@ Phaser.Cache.prototype = {
*/
getImage: function (key) {
if (this._images[key]) {
if (this._images[key])
{
return this._images[key].data;
}
@ -296,7 +320,8 @@ Phaser.Cache.prototype = {
*/
getFrameData: function (key) {
if (this._images[key] && this._images[key].frameData) {
if (this._images[key] && this._images[key].frameData)
{
return this._images[key].frameData;
}
@ -318,6 +343,37 @@ Phaser.Cache.prototype = {
return null;
},
/**
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
* @param key Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
getTextureFrame: function (key) {
if (this._textures[key])
{
return this._textures[key].frame;
}
return null;
},
/**
* Get a RenderTexture by key.
* @param key Asset key of the RenderTexture you want.
* @return {object} The RenderTexture you want.
*/
getTexture: function (key) {
if (this._textures[key])
{
return this._textures[key];
}
return null;
},
/**
* Get sound by key.
* @param key Asset key of the sound you want.
@ -325,7 +381,8 @@ Phaser.Cache.prototype = {
*/
getSound: function (key) {
if (this._sounds[key]) {
if (this._sounds[key])
{
return this._sounds[key];
}
@ -340,7 +397,8 @@ Phaser.Cache.prototype = {
*/
getSoundData: function (key) {
if (this._sounds[key]) {
if (this._sounds[key])
{
return this._sounds[key].data;
}
@ -355,7 +413,8 @@ Phaser.Cache.prototype = {
*/
isSoundDecoded: function (key) {
if (this._sounds[key]) {
if (this._sounds[key])
{
return this._sounds[key].decoded;
}
@ -379,7 +438,8 @@ Phaser.Cache.prototype = {
*/
isSpriteSheet: function (key) {
if (this._images[key]) {
if (this._images[key])
{
return this._images[key].spriteSheet;
}
@ -394,7 +454,8 @@ Phaser.Cache.prototype = {
*/
getText: function (key) {
if (this._text[key]) {
if (this._text[key])
{
return this._text[key].data;
}
@ -463,19 +524,23 @@ Phaser.Cache.prototype = {
*/
destroy: function () {
for (var item in this._canvases) {
for (var item in this._canvases)
{
delete this._canvases[item['key']];
}
for (var item in this._images) {
for (var item in this._images)
{
delete this._images[item['key']];
}
for (var item in this._sounds) {
for (var item in this._sounds)
{
delete this._sounds[item['key']];
}
for (var item in this._text) {
for (var item in this._text)
{
delete this._text[item['key']];
}
}

151
src/tilemap/Tile.js Normal file
View file

@ -0,0 +1,151 @@
/**
* Phaser - Tile
*
* A Tile is a single representation of a tile within a Tilemap
*/
/**
* Tile constructor
* Create a new <code>Tile</code>.
*
* @param tilemap {Tilemap} the tilemap this tile belongs to.
* @param index {number} The index of this tile type in the core map data.
* @param width {number} Width of the tile.
* @param height number} Height of the tile.
*/
Phaser.Tile = function (game, tilemap, index, width, height) {
/**
* The virtual mass of the tile.
* @type {number}
*/
this.mass = 1.0;
/**
* Indicating collide with any object on the left.
* @type {bool}
*/
this.collideLeft = false;
/**
* Indicating collide with any object on the right.
* @type {bool}
*/
this.collideRight = false;
/**
* Indicating collide with any object on the top.
* @type {bool}
*/
this.collideUp = false;
/**
* Indicating collide with any object on the bottom.
* @type {bool}
*/
this.collideDown = false;
/**
* Enable separation at x-axis.
* @type {bool}
*/
this.separateX = true;
/**
* Enable separation at y-axis.
* @type {bool}
*/
this.separateY = true;
this.game = game;
this.tilemap = tilemap;
this.index = index;
this.width = width;
this.height = height;
this.allowCollisions = Phaser.Types.NONE;
};
Phaser.Tile.prototype = {
/**
* Clean up memory.
*/
destroy: function () {
this.tilemap = null;
},
/**
* Set collision configs.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
setCollision: function (collision, resetCollisions, separateX, separateY) {
if (resetCollisions)
{
this.resetCollision();
}
this.separateX = separateX;
this.separateY = separateY;
this.allowCollisions = collision;
if (collision & Phaser.Types.ANY)
{
this.collideLeft = true;
this.collideRight = true;
this.collideUp = true;
this.collideDown = true;
return;
}
if (collision & Phaser.Types.LEFT || collision & Phaser.Types.WALL)
{
this.collideLeft = true;
}
if (collision & Phaser.Types.RIGHT || collision & Phaser.Types.WALL)
{
this.collideRight = true;
}
if (collision & Phaser.Types.UP || collision & Phaser.Types.CEILING)
{
this.collideUp = true;
}
if (collision & Phaser.Types.DOWN || collision & Phaser.Types.CEILING)
{
this.collideDown = true;
}
},
/**
* Reset collision status flags.
*/
resetCollision: function () {
this.allowCollisions = Phaser.Types.NONE;
this.collideLeft = false;
this.collideRight = false;
this.collideUp = false;
this.collideDown = false;
},
/**
* Returns a string representation of this object.
* @method toString
* @return {string} a string representation of the object.
**/
toString: function () {
return "[{Tile (index=" + this.index + " collisions=" + this.allowCollisions + " width=" + this.width + " height=" + this.height + ")}]";
}
};

425
src/tilemap/Tilemap.js Normal file
View file

@ -0,0 +1,425 @@
/**
* Phaser - Tilemap
*
* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
* Internally it creates a TilemapLayer for each layer in the tilemap.
*/
/**
* Tilemap constructor
* Create a new <code>Tilemap</code>.
*
* @param game {Phaser.Game} Current game instance.
* @param key {string} Asset key for this map.
* @param mapData {string} Data of this map. (a big 2d array, normally in csv)
* @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
* @param resizeWorld {bool} Resize the world bound automatically based on this tilemap?
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
*/
Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, tileHeight) {
if (typeof resizeWorld === "undefined") { resizeWorld = true; }
if (typeof tileWidth === "undefined") { tileWidth = 0; }
if (typeof tileHeight === "undefined") { tileHeight = 0; }
this.game = game;
this.group = null;
this.name = '';
/**
* z order value of the object.
*/
this.z = -1;
/**
* Render iteration counter
*/
this.renderOrderID = 0;
/**
* Tilemap collision callback.
* @type {function}
*/
this.collisionCallback = null;
this.exists = true;
this.visible = true;
// this.texture = new Phaser.Display.Texture(this);
// this.transform = new Phaser.Components.TransformManager(this);
this.tiles = [];
this.layers = [];
this.mapFormat = format;
switch (format)
{
case Phaser.Tilemap.FORMAT_CSV:
this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
break;
case Phaser.Tilemap.FORMAT_TILED_JSON:
this.parseTiledJSON(game.cache.getText(mapData), key);
break;
}
if (this.currentLayer && resizeWorld)
{
this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true);
}
};
Phaser.Tilemap.FORMAT_CSV = 0;
Phaser.Tilemap.FORMAT_TILED_JSON = 1;
Phaser.Tilemap.prototype = {
/**
* Parset csv map data and generate tiles.
* @param data {string} CSV map data.
* @param key {string} Asset key for tileset image.
* @param tileWidth {number} Width of its tile.
* @param tileHeight {number} Height of its tile.
*/
parseCSV: function (data, key, tileWidth, tileHeight) {
var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
// Trim any rogue whitespace from the data
data = data.trim();
var rows = data.split("\n");
for (var i = 0; i < rows.length; i++)
{
var column = rows[i].split(",");
if (column.length > 0)
{
layer.addColumn(column);
}
}
layer.updateBounds();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
this.generateTiles(tileQuantity);
},
/**
* Parse JSON map data and generate tiles.
* @param data {string} JSON map data.
* @param key {string} Asset key for tileset image.
*/
parseTiledJSON: function (data, key) {
// Trim any rogue whitespace from the data
data = data.trim();
var json = JSON.parse(data);
for (var i = 0; i < json.layers.length; i++)
{
var layer = new Phaser.TilemapLayer(this, i, key, Phaser.Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
layer.alpha = json.layers[i].opacity;
layer.visible = json.layers[i].visible;
layer.tileMargin = json.tilesets[0].margin;
layer.tileSpacing = json.tilesets[0].spacing;
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c == 0)
{
row = [];
}
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
layer.addColumn(row);
c = 0;
}
}
layer.updateBounds();
var tileQuantity = layer.parseTileOffsets();
this.currentLayer = layer;
this.collisionLayer = layer;
this.layers.push(layer);
}
this.generateTiles(tileQuantity);
},
/**
* Create tiles of given quantity.
* @param qty {number} Quentity of tiles to be generated.
*/
generateTiles: function (qty) {
for (var i = 0; i < qty; i++)
{
this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
}
},
/**
* Set callback to be called when this tilemap collides.
* @param context {object} Callback will be called with this context.
* @param callback {function} Callback function.
*/
setCollisionCallback: function (context, callback) {
this.collisionCallbackContext = context;
this.collisionCallback = callback;
},
/**
* Set collision configs of tiles in a range index.
* @param start {number} First index of tiles.
* @param end {number} Last index of tiles.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
setCollisionRange: function (start, end, collision, resetCollisions, separateX, separateY) {
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = start; i < end; i++)
{
this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
}
},
/**
* Set collision configs of tiles with given index.
* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
* @param collision {number} Bit field of flags. (see Tile.allowCollision)
* @param resetCollisions {bool} Reset collision flags before set.
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
setCollisionByIndex: function (values, collision, resetCollisions, separateX, separateY) {
if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
if (typeof resetCollisions === "undefined") { resetCollisions = false; }
if (typeof separateX === "undefined") { separateX = true; }
if (typeof separateY === "undefined") { separateY = true; }
for (var i = 0; i < values.length; i++)
{
this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
}
},
// Tile Management
/**
* Get the tile by its index.
* @param value {number} Index of the tile you want to get.
* @return {Tile} The tile with given index.
*/
getTileByIndex: function (value) {
if (this.tiles[value])
{
return this.tiles[value];
}
return null;
},
/**
* Get the tile located at specific position and layer.
* @param x {number} X position of this tile located.
* @param y {number} Y position of this tile located.
* @param [layer] {number} layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
getTile: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileIndex(x, y)];
},
/**
* Get the tile located at specific position (in world coordinate) and layer. (thus you give a position of a point which is within the tile)
* @param x {number} X position of the point in target tile.
* @param x {number} Y position of the point in target tile.
* @param [layer] {number} layer of this tile located.
* @return {Tile} The tile with specific properties.
*/
getTileFromWorldXY: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
},
/**
* Gets the tile underneath the Input.x/y position
* @param layer The layer to check, defaults to 0
* @returns {Tile}
*/
getTileFromInputXY: function (layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
},
/**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles information. (Each contains x, y and the tile.)
*/
getTileOverlaps: function (object) {
return this.currentLayer.getTileOverlaps(object);
},
// COLLIDE
/**
* Check whether this tilemap collides with the given game object or group of objects.
* @param objectOrGroup {function} Target object of group you want to check.
* @param callback {function} This is called if objectOrGroup collides the tilemap.
* @param context {object} Callback will be called with this context.
* @return {bool} Return true if this collides with given object, otherwise return false.
*/
collide: function (objectOrGroup, callback, context) {
if (typeof objectOrGroup === "undefined") { objectOrGroup = null; }
if (typeof callback === "undefined") { callback = null; }
if (typeof context === "undefined") { context = null; }
if (callback !== null && context !== null)
{
this.collisionCallback = callback;
this.collisionCallbackContext = context;
}
if (objectOrGroup == null)
{
objectOrGroup = this.game.world.group;
}
// Group?
if (objectOrGroup.isGroup == false)
{
this.collideGameObject(objectOrGroup);
}
else
{
objectOrGroup.forEachAlive(this, this.collideGameObject, true);
}
},
/**
* Check whether this tilemap collides with the given game object.
* @param object {GameObject} Target object you want to check.
* @return {bool} Return true if this collides with given object, otherwise return false.
*/
collideGameObject: function (object) {
if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE)
{
this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
if (this.collisionCallback !== null && this._tempCollisionData.length > 0)
{
this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
}
return true;
}
else
{
return false;
}
},
/**
* Set a tile to a specific layer.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
* @param [layer] {number} which layer you want to set the tile to.
*/
putTile: function (x, y, index, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
this.layers[layer].putTile(x, y, index);
},
/**
* Can be over-ridden by custom classes
*/
update: function () {},
destroy: function () {
this.tiles.length = 0;
this.layers.length = 0;
}
};
Object.defineProperty(Phaser.Tilemap.prototype, "widthInPixels", {
get: function () {
return this.currentLayer.widthInPixels;
}
});
Object.defineProperty(Phaser.Tilemap.prototype, "heightInPixels", {
get: function () {
return this.currentLayer.heightInPixels;
}
});

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src/tilemap/TilemapLayer.js Normal file
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/**
* Phaser - TilemapLayer
*
* A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
*/
/**
* TilemapLayer constructor
* Create a new <code>TilemapLayer</code>.
*
* @param parent {Tilemap} The tilemap that contains this layer.
* @param id {number} The ID of this layer within the Tilemap array.
* @param key {string} Asset key for this map.
* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
* @param name {string} Name of this layer, so you can get this layer by its name.
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
*/
Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) {
/**
* Controls whether update() and draw() are automatically called.
* @type {bool}
*/
this.exists = true;
/**
* Controls whether draw() are automatically called.
* @type {bool}
*/
this.visible = true;
/**
* How many tiles in each row.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.widthInTiles = 0;
/**
* How many tiles in each column.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.heightInTiles = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.widthInPixels = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
this.heightInPixels = 0;
/**
* Distance between REAL tiles to the tileset texture bound.
* @type {number}
*/
this.tileMargin = 0;
/**
* Distance between every 2 neighbor tile in the tileset texture.
* @type {number}
*/
this.tileSpacing = 0;
this.parent = parent;
this.game = parent.game;
this.ID = id;
this.name = name;
this.mapFormat = mapFormat;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Phaser.Rectangle();
// this.texture = new Phaser.Display.Texture(this);
// this.transform = new Phaser.Components.TransformManager(this);
// if (key !== null)
// {
// this.texture.loadImage(key, false);
// } else {
// this.texture.opaque = true;
// }
// Handy proxies
// this.alpha = this.texture.alpha;
this.mapData = [];
this._tempTileBlock = [];
};
Phaser.TilemapLayer.prototype = {
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile in world coordinates.
* @param y {number} Y position of this tile in world coordinates.
* @param index {number} The index of this tile type in the core map data.
*/
putTileWorldXY: function (x, y, index) {
x = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
this.mapData[y][x] = index;
}
}
},
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
*/
putTile: function (x, y, index) {
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
this.mapData[y][x] = index;
}
}
},
/**
* Swap tiles with 2 kinds of indexes.
* @param tileA {number} First tile index.
* @param tileB {number} Second tile index.
* @param [x] {number} specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param [y] {number} specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param [width] {number} specify a Rectangle of tiles to operate. The width in tiles.
* @param [height] {number} specify a Rectangle of tiles to operate. The height in tiles.
*/
swapTile: function (tileA, tileB, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// First sweep marking tileA as needing a new index
if (this._tempTileBlock[r].tile.index == tileA)
{
this._tempTileBlock[r].newIndex = true;
}
// In the same pass we can swap tileB to tileA
if (this._tempTileBlock[r].tile.index == tileB)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
}
}
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// And now swap our newIndex tiles for tileB
if (this._tempTileBlock[r].newIndex == true)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
},
/**
* Fill a tile block with a specific tile index.
* @param index {number} Index of tiles you want to fill with.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
fillTile: function (index, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
}
},
/**
* Set random tiles to a specific tile block.
* @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
randomiseTiles: function (tiles, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this.game.math.getRandom(tiles);
}
},
/**
* Replace one kind of tiles to another kind.
* @param tileA {number} Index of tiles you want to replace.
* @param tileB {number} Index of tiles you want to set.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
replaceTile: function (tileA, tileB, x, y, width, height) {
x = x || 0;
y = y || 0;
width = width || this.widthInTiles;
height = height || this.heightInTiles;
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
if (this._tempTileBlock[r].tile.index == tileA)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
},
/**
* Get a tile block with specific position and size.(both are in tiles)
* @param x {number} X position of block's left-top corner.
* @param y {number} Y position of block's left-top corner.
* @param width {number} Width of block.
* @param height {number} Height of block.
*/
getTileBlock: function (x, y, width, height) {
var output = [];
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
output.push({
x: this._tempTileBlock[r].x,
y: this._tempTileBlock[r].y,
tile: this._tempTileBlock[r].tile
});
}
return output;
},
/**
* Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
* @param x {number} X position of the point in target tile.
* @param x {number} Y position of the point in target tile.
*/
getTileFromWorldXY: function (x, y) {
x = Phaser.Math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = Phaser.Math.snapToFloor(y, this.tileHeight) / this.tileHeight;
return this.getTileIndex(x, y);
},
/**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
*/
getTileOverlaps: function (object) {
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
if (object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels)
{
return;
}
// What tiles do we need to check against?
this._tempTileX = this.game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
this._tempTileY = this.game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
this._tempTileW = (this.game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
this._tempTileH = (this.game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
this._tempBlockResults = [];
this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
/*
for (var r = 0; r < this._tempTileBlock.length; r++)
{
if (this.game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
{
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
}
}
*/
return this._tempBlockResults;
},
/**
* Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock)
* @param x {number} X position of block's left-top corner.
* @param y {number} Y position of block's left-top corner.
* @param width {number} Width of block.
* @param height {number} Height of block.
* @param collisionOnly {bool} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
*/
getTempBlock: function (x, y, width, height, collisionOnly) {
if (typeof collisionOnly === "undefined") { collisionOnly = false; }
if (x < 0)
{
x = 0;
}
if (y < 0)
{
y = 0;
}
if (width > this.widthInTiles)
{
width = this.widthInTiles;
}
if (height > this.heightInTiles)
{
height = this.heightInTiles;
}
this._tempTileBlock = [];
for (var ty = y; ty < y + height; ty++)
{
for (var tx = x; tx < x + width; tx++)
{
if (collisionOnly)
{
// We only want to consider the tile for checking if you can actually collide with it
if (this.mapData[ty] && this.mapData[ty][tx] && this.parent.tiles[this.mapData[ty][tx]].allowCollisions != Phaser.Types.NONE)
{
this._tempTileBlock.push({
x: tx,
y: ty,
tile: this.parent.tiles[this.mapData[ty][tx]]
});
}
}
else
{
if (this.mapData[ty] && this.mapData[ty][tx])
{
this._tempTileBlock.push({
x: tx,
y: ty,
tile: this.parent.tiles[this.mapData[ty][tx]]
});
}
}
}
}
},
/**
* Get the tile index of specific position (in tiles).
* @param x {number} X position of the tile.
* @param y {number} Y position of the tile.
* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
*/
getTileIndex: function (x, y) {
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
return this.mapData[y][x];
}
}
return null;
},
/**
* Add a column of tiles into the layer.
* @param column {string[]/number[]} An array of tile indexes to be added.
*/
addColumn: function (column) {
var data = [];
for (var c = 0; c < column.length; c++)
{
data[c] = parseInt(column[c]);
}
if (this.widthInTiles == 0)
{
this.widthInTiles = data.length;
this.widthInPixels = this.widthInTiles * this.tileWidth;
}
this.mapData.push(data);
this.heightInTiles++;
this.heightInPixels += this.tileHeight;
},
/**
* Update boundsInTiles with widthInTiles and heightInTiles.
*/
updateBounds: function () {
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
},
/**
* Parse tile offsets from map data.
* @return {number} length of tileOffsets array.
*/
parseTileOffsets: function () {
this.tileOffsets = [];
var i = 0;
if (this.mapFormat == Phaser.Tilemap.FORMAT_TILED_JSON)
{
// For some reason Tiled counts from 1 not 0
this.tileOffsets[0] = null;
i = 1;
}
for (var ty = this.tileMargin; ty < this.texture.height; ty += (this.tileHeight + this.tileSpacing))
{
for (var tx = this.tileMargin; tx < this.texture.width; tx += (this.tileWidth + this.tileSpacing))
{
this.tileOffsets[i] = {
x: tx,
y: ty
};
i++;
}
}
return this.tileOffsets.length;
}
};