mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 14:40:38 +00:00
Improved TilemapLayer rendering and debug rendering significantly. Cleared out some old assets and added a new map.
This commit is contained in:
parent
dd7ae12271
commit
50eee95c99
20 changed files with 3400 additions and 17525 deletions
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@ -44,6 +44,11 @@ Change Log
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Version 1.1.4 - "Kandor" - In development
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Significant API changes:
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* Loader.tileset has a new method signature. Please use the new format: load.tileset(key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total).
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New features:
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* Added a stage.fullScreenScaleMode property to determine scaling when fullscreen (thanks oysterCrusher)
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3
build/phaser.d.ts
vendored
3
build/phaser.d.ts
vendored
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@ -1424,9 +1424,10 @@ declare module Phaser {
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addToFileList(type: string, key: string, url: string, properties: Array<any>): void;
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image(key: string, url: string, overwrite?: boolean): void;
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text(key: string, url: string, overwrite?: boolean): void;
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spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number): void;
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spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number, margin?: number, spacing?: number): void;
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audio(key: string, urls: string[], autoDecode?: boolean): void;
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tilemap(key: string, tilesetURL: string, mapDataURL?: string, mapData?: Object, format?: string): void;
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tileset(key: string, url: string, tileWidth: number, tileHeight: number, tileMargin?: number, tileSpacing?: number, rows?: number, columns?: number, limit?: number): void;
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bitmapFont(key: string, textureURL: string, xmlURL?: string, xmlData?: Object): void;
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atlasJSONArray(key: string, textureURL: string, atlasURL: string, atlasData: Object): void;
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atlasJSONHash(key: string, textureURL: string, atlasURL: string, atlasData: Object): void;
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BIN
examples/assets/maps/SuperMarioBros-World1-1.png
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examples/assets/maps/SuperMarioBros-World1-1.png
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examples/assets/maps/SuperMarioBros-World1-1_map.tmx
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examples/assets/maps/SuperMarioBros-World1-1_map.tmx
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examples/assets/maps/super_mario.json
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examples/assets/maps/super_mario.json
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examples/assets/maps/super_mario.png
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examples/assets/maps/super_mario.png
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@ -3,8 +3,8 @@ var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload:
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function preload() {
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game.load.tilemap('map', 'assets/maps/mario1.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/mario1.png', 16, 16);
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game.load.tilemap('map', 'assets/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
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game.load.tileset('tiles', 'assets/maps/super_mario.png', 16, 16);
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// game.load.tilemap('map', 'assets/maps/newtest.json', null, Phaser.Tilemap.TILED_JSON);
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// game.load.tileset('tiles', 'assets/maps/ground_1x1.png', 32, 32);
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@ -24,16 +24,13 @@ var sprite;
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function create() {
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// game.stage.backgroundColor = '#5c94fc';
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map = game.add.tilemap('map');
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map.setCollisionByIndexRange(80, 97); // mario
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map.setCollisionByIndexRange(14, 18); // mario
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// map.setCollisionByIndex(1); // newtest
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map.setCollisionByIndex(15);
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map.setCollisionByIndex(40);
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map.setCollisionByIndexRange(14, 16);
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map.setCollisionByIndexRange(20, 25);
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map.setCollisionByIndexRange(27, 29);
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@ -41,6 +38,9 @@ function create() {
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// Need to get the x,y values working (adjust cameraOffset values)
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layer = game.add.tilemapLayer(0, 0, 800, 600, 'tiles', map, 0);
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layer.debug = true;
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layer.debugAlpha = 0.3;
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// layer2 = game.add.tilemapLayer(0, 0, 400, 600, null, map, 0);
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// layer.cameraOffset.x = 400;
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@ -154,20 +154,22 @@ Phaser.Cache.prototype = {
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this tile set file.
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* @param {object} data - Extra tile set data.
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* @param {number} tileWidth - Width of the sprite sheet.
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* @param {number} tileHeight - Height of the sprite sheet.
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* @param {number} tileMax - How many tiles stored in the sprite sheet.
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* @param {number} tileWidth - Width of each single tile in pixels.
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* @param {number} tileHeight - Height of each single tile in pixels.
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* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
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* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
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* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
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*/
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addTileset: function (key, url, data, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
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addTileset: function (key, url, data, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
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this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing };
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this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, total: total };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing);
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this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total);
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},
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@ -400,18 +400,18 @@ Phaser.Loader.prototype = {
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
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* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
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* @param {number} [limit=-1] - The maximum number of tiles to extract from the image. If -1 it will extract rows * columns worth, otherwise you can set a lower limit value.
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* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
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* @return {Phaser.Loader} This Loader instance.
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*/
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tileset: function (key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, limit) {
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tileset: function (key, url, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
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if (typeof tileMargin === "undefined") { tileMargin = 0; }
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if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
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if (typeof rows === "undefined") { rows = -1; }
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if (typeof columns === "undefined") { columns = -1; }
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if (typeof limit === "undefined") { limit = -1; }
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if (typeof total === "undefined") { total = -1; }
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this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, limit: limit });
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this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, total: total });
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return this;
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@ -963,7 +963,7 @@ Phaser.Loader.prototype = {
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case 'tileset':
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this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMax, file.tileMargin, file.tileSpacing);
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this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMargin, file.tileSpacing, file.rows, file.columns, file.total);
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break;
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case 'textureatlas':
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@ -101,6 +101,12 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
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*/
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this.debug = false;
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/**
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* @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
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* @default
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*/
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this.debugAlpha = 0.5;
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/**
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* @property {number} widthInPixels - Do NOT recommend changing after the map is loaded!
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* @readonly
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this.dirty = true;
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}
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// if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
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if (!this.dirty || !this.tilemap || !this.visible)
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{
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return;
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@ -800,14 +805,9 @@ Phaser.TilemapLayer.prototype.render = function () {
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this._prevX = this._dx;
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this._prevY = this._dy;
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// console.log('render', this._x);
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this._dx = -(this._x - (this._startX * this.tileWidth));
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this._dy = -(this._y - (this._startY * this.tileHeight));
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// this._dx = Math.floor(this._dx);
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// this._dy = Math.floor(this._dy);
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this._tx = this._dx;
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this._ty = this._dy;
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if (this.debug)
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{
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this.context.fillStyle = 'rgba(0,255,0,0.3)';
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this.context.strokeStyle = 'rgba(0,255,0,0.9)';
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this.context.globalAlpha = this.debugAlpha;
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}
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for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
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);
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}
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if (this.debug)
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{
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if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
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{
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this._tx = Math.floor(this._tx);
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// this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
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this.context.beginPath();
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if (tile.faceTop)
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{
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this.context.moveTo(this._tx, this._ty);
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this.context.lineTo(this._tx + this.tileWidth, this._ty);
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}
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if (tile.faceBottom)
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{
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this.context.moveTo(this._tx, this._ty + this.tileHeight);
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this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
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}
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if (tile.faceLeft)
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{
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this.context.moveTo(this._tx, this._ty);
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this.context.lineTo(this._tx, this._ty + this.tileHeight);
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}
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if (tile.faceRight)
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{
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this.context.moveTo(this._tx + this.tileWidth, this._ty);
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this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
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}
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this.context.stroke();
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// this.context.strokeRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
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}
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}
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this._tx += this.tileWidth;
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}
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}
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if (this.debug)
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{
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this.context.globalAlpha = 1;
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this.renderDebug();
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}
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// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
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if (this.game.renderType === Phaser.WEBGL)
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{
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}
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Phaser.TilemapLayer.prototype.renderDebug = function () {
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this._tx = this._dx;
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this._ty = this._dy;
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this.context.fillStyle = 'rgba(0, 255, 0, 0.3)';
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this.context.strokeStyle = 'rgb(0, 255, 0)';
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for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
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{
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this._column = this.layer.data[y];
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for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
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{
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var tile = this._column[x];
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if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
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{
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this._tx = Math.floor(this._tx);
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// this.context.fillRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
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this.context.beginPath();
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if (tile.faceTop)
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{
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this.context.moveTo(this._tx, this._ty);
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this.context.lineTo(this._tx + this.tileWidth, this._ty);
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}
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if (tile.faceBottom)
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{
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this.context.moveTo(this._tx, this._ty + this.tileHeight);
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this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
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}
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if (tile.faceLeft)
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{
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this.context.moveTo(this._tx, this._ty);
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this.context.lineTo(this._tx, this._ty + this.tileHeight);
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}
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if (tile.faceRight)
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{
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this.context.moveTo(this._tx + this.tileWidth, this._ty);
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this.context.lineTo(this._tx + this.tileWidth, this._ty + this.tileHeight);
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}
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this.context.stroke();
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// this.context.strokeRect(this._tx, this._ty, this.tileWidth, this.tileHeight);
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}
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this._tx += this.tileWidth;
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}
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this._tx = this._dx;
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this._ty += this.tileHeight;
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}
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}
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/**
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* Returns the absolute delta x value.
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* @method Phaser.TilemapLayer#deltaAbsX
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@ -16,46 +16,44 @@ Phaser.TilemapParser = {
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* @method Phaser.TilemapParser.tileset
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {string} key - The Cache key of this tileset.
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* @param {number} tileWidth - Width of the sprite sheet.
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* @param {number} tileHeight - Height of the sprite sheet.
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* @param {number} tileMax - How many tiles stored in the sprite sheet.
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* @param {number} tileWidth - Width of each single tile in pixels.
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* @param {number} tileHeight - Height of each single tile in pixels.
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* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
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* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
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* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
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* @return {Phaser.Tileset} Generated Tileset object.
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*/
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tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
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tileset: function (game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
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// How big is our image?
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var img = game.cache.getTilesetImage(key);
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if (img == null)
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if (img === null)
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{
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console.warn("Phaser.TilemapParser.tileSet: Invalid image key given");
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return null;
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}
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var width = img.width;
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var height = img.height;
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// If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing)
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if (tileWidth <= 0)
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if (rows === -1)
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{
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tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
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rows = Math.round(width / tileWidth);
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}
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if (tileHeight <= 0)
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if (columns === -1)
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{
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tileHeight = Math.floor(-height / Math.min(-1, tileHeight));
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columns = Math.round(height / tileHeight);
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}
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var row = Math.round(width / tileWidth);
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var column = Math.round(height / tileHeight);
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var total = row * column;
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if (total === -1)
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{
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total = rows * columns;
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}
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if (tileMax !== -1)
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{
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total = tileMax;
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}
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// Zero or smaller than tile sizes?
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if (width === 0 || height === 0 || width < tileWidth || height < tileHeight || total === 0)
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{
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@ -63,11 +61,7 @@ Phaser.TilemapParser = {
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return null;
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}
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//Phaser.Tileset = function (image, key, total, tileWidth, tileHeight, firstgid, tileMargin, tileSpacing) {
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return new Phaser.Tileset(img, key, total, tileWidth, tileHeight, 1, tileMargin, tileSpacing);
|
||||
|
||||
// tileset.build();
|
||||
// return tileset;
|
||||
return new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total);
|
||||
|
||||
},
|
||||
|
||||
|
|
|
@ -6,23 +6,21 @@
|
|||
|
||||
/**
|
||||
* A Tile set is a combination of an image containing the tiles and collision data per tile.
|
||||
* You should not normally instantiate this class directly.
|
||||
*
|
||||
* @class Phaser.Tileset
|
||||
* @constructor
|
||||
* @param {Image} image - The Image object from the Cache.
|
||||
* @param {string} key - The key of the tileset in the cache.
|
||||
* @param {number} total - The total number of tiles in the tilesheet.
|
||||
* @param {number} tileWidth - The width of the tile in pixels.
|
||||
* @param {number} tileHeight - The height of the tile in pixels.
|
||||
* @param {number} [firstgid=0] - The first index number (as specified by Tiled, otherwise set to zero)
|
||||
* @param {number} [tileMargin=0] - The margin around the tiles in the sheet.
|
||||
* @param {number} [tileSpacing=0] - The spacing between the tiles in the sheet.
|
||||
* @param {number} tileWidth - Width of each tile in pixels.
|
||||
* @param {number} tileHeight - Height of each tile in pixels.
|
||||
* @param {number} tileMargin - The amount of margin around the tilesheet.
|
||||
* @param {number} tileSpacing - The amount of spacing between each tile in the sheet.
|
||||
* @param {number} rows - How many tiles are placed horizontally in each row.
|
||||
* @param {number} columns - How many tiles are placed vertically in each column.
|
||||
* @param {number} total - The maximum number of tiles to extract from the image.
|
||||
*/
|
||||
Phaser.Tileset = function (image, key, total, tileWidth, tileHeight, firstgid, tileMargin, tileSpacing) {
|
||||
|
||||
if (typeof firstgid === "undefined") { firstgid = 0; }
|
||||
if (typeof tileMargin === "undefined") { tileMargin = 0; }
|
||||
if (typeof tileSpacing === "undefined") { tileSpacing = 0; }
|
||||
Phaser.Tileset = function (image, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
|
||||
|
||||
/**
|
||||
* @property {string} key - The cache ID.
|
||||
|
@ -34,15 +32,26 @@ Phaser.Tileset = function (image, key, total, tileWidth, tileHeight, firstgid, t
|
|||
*/
|
||||
this.image = image;
|
||||
|
||||
/**
|
||||
* @property {number} rows - The number of rows in the tile sheet.
|
||||
*/
|
||||
this.rows = rows;
|
||||
|
||||
/**
|
||||
* @property {number} columns - The number of columns in the tile sheet.
|
||||
*/
|
||||
this.columns = columns;
|
||||
|
||||
/**
|
||||
* @property {number} total - The total number of tiles in the tilesheet.
|
||||
*/
|
||||
this.total = total;
|
||||
|
||||
/**
|
||||
* @property {number} firstgid - The total number of tiles in the tilesheet.
|
||||
* @property {number} firstgid - The Tiled firstgid value.
|
||||
* @default
|
||||
*/
|
||||
this.firstgid = firstgid;
|
||||
this.firstgid = 1;
|
||||
|
||||
/**
|
||||
* @property {number} tileWidth - The width of a tile in pixels.
|
||||
|
@ -76,7 +85,7 @@ Phaser.Tileset = function (image, key, total, tileWidth, tileHeight, firstgid, t
|
|||
Phaser.Tileset.prototype = {
|
||||
|
||||
/**
|
||||
* Builds the tile data
|
||||
* Builds the tileset data.
|
||||
*
|
||||
* @method Phaser.Tileset#build
|
||||
*/
|
||||
|
@ -85,6 +94,12 @@ Phaser.Tileset.prototype = {
|
|||
var x = this.tileMargin;
|
||||
var y = this.tileMargin;
|
||||
|
||||
var count = 0;
|
||||
var countX = 0;
|
||||
var countY = 0;
|
||||
|
||||
console.log('Building tileset', this.rows, 'x', this.columns, 'total', this.total);
|
||||
|
||||
for (var i = this.firstgid; i < this.firstgid + this.total; i++)
|
||||
{
|
||||
// Can add extra properties here as needed
|
||||
|
@ -92,14 +107,31 @@ Phaser.Tileset.prototype = {
|
|||
|
||||
x += this.tileWidth + this.tileSpacing;
|
||||
|
||||
if (x === this.image.width)
|
||||
count++;
|
||||
|
||||
if (count === this.total)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
countX++;
|
||||
|
||||
if (countX === this.rows)
|
||||
{
|
||||
x = this.tileMargin;
|
||||
y += this.tileHeight + this.tileSpacing;
|
||||
|
||||
countX = 0;
|
||||
countY++;
|
||||
|
||||
if (countY === this.columns)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// console.table(this.tiles);
|
||||
console.table(this.tiles);
|
||||
|
||||
},
|
||||
|
||||
|
|
Loading…
Reference in a new issue