mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 20:53:39 +00:00
Fixed a few things in Tilemap and optimised the renderer a little bit.
This commit is contained in:
parent
48f6d850c8
commit
73745e5720
7 changed files with 106 additions and 156 deletions
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@ -17,20 +17,13 @@ module Phaser.Renderer.Canvas {
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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private _ga: number = 1;
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private _sx: number = 0;
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private _sy: number = 0;
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private _sw: number = 0;
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private _sh: number = 0;
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private _dx: number = 0;
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private _dy: number = 0;
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private _dw: number = 0;
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private _dh: number = 0;
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private _fx: number = 1;
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private _fy: number = 1;
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private _tx: number = 0;
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private _ty: number = 0;
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private _sin: number = 0;
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private _cos: number = 1;
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private _tl: number = 0;
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private _maxX: number = 0;
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private _maxY: number = 0;
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private _startX: number = 0;
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@ -44,15 +37,18 @@ module Phaser.Renderer.Canvas {
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public render(camera: Camera, tilemap: Tilemap): bool {
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// Loop through the layers
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for (var i = 0; i < tilemap.layers.length; i++)
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{
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var layer: TilemapLayer = tilemap.layers[i];
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if (layer.visible == false || layer.alpha < 0.1)
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this._tl = tilemap.layers.length;
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for (var i = 0; i < this._tl; i++)
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{
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if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1)
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{
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continue;
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}
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var layer: TilemapLayer = tilemap.layers[i];
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// Work out how many tiles we can fit into our camera and round it up for the edges
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this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1;
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this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1;
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@ -117,11 +117,6 @@ module Phaser {
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*/
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public transform: Phaser.Components.TransformManager;
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/**
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* The Events component
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*/
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//public events: Phaser.Components.Sprite.Events;
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/**
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* z order value of the object.
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*/
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@ -132,10 +127,6 @@ module Phaser {
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*/
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public renderOrderID: number = 0;
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/**
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* Tilemap data format enum: CSV.
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* @type {number}
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@ -189,21 +180,6 @@ module Phaser {
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*/
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public mapFormat: number;
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/**
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* Inherited methods for overriding.
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*/
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public preUpdate() {
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}
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public update() {
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}
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public postUpdate() {
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}
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public destroy() {
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}
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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@ -213,7 +189,7 @@ module Phaser {
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*/
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private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) {
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var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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var layer: TilemapLayer = new TilemapLayer(this, 0, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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@ -257,7 +233,7 @@ module Phaser {
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for (var i = 0; i < json.layers.length; i++)
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{
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var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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var layer: TilemapLayer = new TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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// Check it's a data layer
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if (!json.layers[i].data)
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@ -401,7 +377,7 @@ module Phaser {
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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public getTile(x: number, y: number, layer?: number = 0):Tile {
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public getTile(x: number, y: number, layer?: number = this.currentLayer.ID):Tile {
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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@ -414,7 +390,7 @@ module Phaser {
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile {
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public getTileFromWorldXY(x: number, y: number, layer?: number = this.currentLayer.ID):Tile {
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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@ -425,7 +401,7 @@ module Phaser {
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* @param layer The layer to check, defaults to 0
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* @returns {Tile}
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*/
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public getTileFromInputXY(layer?: number = 0):Tile {
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public getTileFromInputXY(layer?: number = this.currentLayer.ID):Tile {
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return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
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@ -507,16 +483,21 @@ module Phaser {
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* @param index {number} The index of this tile type in the core map data.
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* @param [layer] {number} which layer you want to set the tile to.
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*/
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public putTile(x: number, y: number, index: number, layer?: number = 0) {
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public putTile(x: number, y: number, index: number, layer?: number = this.currentLayer.ID) {
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this.layers[layer].putTile(x, y, index);
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}
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// Set current layer
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// Set layer order?
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// Delete tiles of certain type
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// Erase tiles
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public destroy() {
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this.texture = null;
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this.transform = null;
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this.tiles.length = 0;
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this.layers.length = 0;
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}
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}
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@ -16,19 +16,20 @@ module Phaser {
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* TilemapLayer constructor
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* Create a new <code>TilemapLayer</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param parent {Tilemap} The tilemap that contains this layer.
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* @param id {number} The ID of this layer within the Tilemap array.
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* @param key {string} Asset key for this map.
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* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param name {string} Name of this layer, so you can get this layer by its name.
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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*/
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constructor(game: Game, parent:Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) {
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constructor(parent:Tilemap, id:number, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) {
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this.game = game;
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this.parent = parent;
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this.game = parent.game;
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this.ID = id;
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this.name = name;
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this.mapFormat = mapFormat;
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this.tileWidth = tileWidth;
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@ -97,6 +98,12 @@ module Phaser {
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*/
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public name: string;
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/**
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* The ID of the layer within the Tilemap.
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* @type {number}
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*/
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public ID: number;
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {boolean}
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@ -109,11 +116,6 @@ module Phaser {
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*/
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public visible: bool = true;
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/**
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* @type {string}
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*/
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//public orientation: string;
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/**
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* Properties of this map layer. (normally set by map editors)
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*/
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@ -131,7 +133,7 @@ module Phaser {
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public mapFormat: number;
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/**
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* It's width and height are in tiles instead of pixels.
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* Map bounds (width and height) in tiles not pixels.
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* @type {Rectangle}
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*/
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public boundsInTiles: Rectangle;
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@ -29,14 +29,12 @@ Future Plans
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* Add ability to create extra <div>s within the game container, layered above/below the canvas
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* Basic Window UI component (maybe a propogating Group?)
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* Add clip support + shape options to Texture Component.
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* Tilemap: remove tiles of a certain type, replace tile with sprite, change layer order
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ToDo before release
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-------------------
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* Tilemap.render - move layers length to var
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* Tilemap.destroy needs doing
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* Investigate bug re: tilemap collision and animation frames
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* Need to be able to set the current tilemap layer, then the getTileXY default layer uses that one if no other given
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* Allow camera to directly render to the stage rather than hidden ctx (maybe does this by default? or have under Mobile Optimisations list)
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* Sprite collision events
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* Check bounds/edge points when sprite is only 1x1 sized :)
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@ -49,6 +47,7 @@ ToDo before release
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* Pixel-perfect click check
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* Check Flash atlas export is supported
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* DynamicTexture.setPixel needs to be swapped for a proper pixel put, not the filledRect it currently is.
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* TypeScript 0.9.1 update!
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Latest Update
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-------------
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@ -11521,15 +11521,15 @@ var Phaser;
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* TilemapLayer constructor
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* Create a new <code>TilemapLayer</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param parent {Tilemap} The tilemap that contains this layer.
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* @param id {number} The ID of this layer within the Tilemap array.
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* @param key {string} Asset key for this map.
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* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param name {string} Name of this layer, so you can get this layer by its name.
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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*/
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function TilemapLayer(game, parent, key, mapFormat, name, tileWidth, tileHeight) {
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function TilemapLayer(parent, id, key, mapFormat, name, tileWidth, tileHeight) {
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {boolean}
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@ -11572,8 +11572,9 @@ var Phaser;
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* @type {number}
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*/
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this.tileSpacing = 0;
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this.game = game;
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this.parent = parent;
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this.game = parent.game;
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this.ID = id;
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this.name = name;
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this.mapFormat = mapFormat;
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this.tileWidth = tileWidth;
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if (typeof tileWidth === "undefined") { tileWidth = 0; }
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if (typeof tileHeight === "undefined") { tileHeight = 0; }
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/**
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* The Events component
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*/
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//public events: Phaser.Components.Sprite.Events;
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/**
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* z order value of the object.
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*/
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this.z = -1;
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@ -12072,17 +12069,6 @@ var Phaser;
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}
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Tilemap.FORMAT_CSV = 0;
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Tilemap.FORMAT_TILED_JSON = 1;
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Tilemap.prototype.preUpdate = /**
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* Inherited methods for overriding.
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*/
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function () {
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};
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Tilemap.prototype.update = function () {
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};
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Tilemap.prototype.postUpdate = function () {
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};
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Tilemap.prototype.destroy = function () {
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};
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Tilemap.prototype.parseCSV = /**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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* @param tileHeight {number} Height of its tile.
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*/
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function (data, key, tileWidth, tileHeight) {
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var layer = new Phaser.TilemapLayer(this.game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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var layer = new Phaser.TilemapLayer(this, 0, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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data = data.trim();
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var json = JSON.parse(data);
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for(var i = 0; i < json.layers.length; i++) {
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var layer = new Phaser.TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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var layer = new Phaser.TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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// Check it's a data layer
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if(!json.layers[i].data) {
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continue;
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@ -12236,7 +12222,7 @@ var Phaser;
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* @return {Tile} The tile with specific properties.
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*/
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function (x, y, layer) {
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if (typeof layer === "undefined") { layer = 0; }
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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};
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Tilemap.prototype.getTileFromWorldXY = /**
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* @return {Tile} The tile with specific properties.
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*/
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function (x, y, layer) {
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if (typeof layer === "undefined") { layer = 0; }
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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};
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Tilemap.prototype.getTileFromInputXY = /**
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* @returns {Tile}
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*/
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function (layer) {
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if (typeof layer === "undefined") { layer = 0; }
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
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};
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Tilemap.prototype.getTileOverlaps = /**
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* @param [layer] {number} which layer you want to set the tile to.
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*/
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function (x, y, index, layer) {
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if (typeof layer === "undefined") { layer = 0; }
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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this.layers[layer].putTile(x, y, index);
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};
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Tilemap.prototype.destroy = function () {
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this.texture = null;
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this.transform = null;
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this.tiles.length = 0;
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this.layers.length = 0;
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};
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return Tilemap;
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})();
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Phaser.Tilemap = Tilemap;
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// Set current layer
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// Set layer order?
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// Delete tiles of certain type
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// Erase tiles
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})(Phaser || (Phaser = {}));
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/// <reference path="../Game.ts" />
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/// <reference path="../tweens/Tween.ts" />
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@ -18011,20 +17999,21 @@ var Phaser;
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function TilemapRenderer(game) {
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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this._ga = 1;
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this._sx = 0;
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this._sy = 0;
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this._sw = 0;
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this._sh = 0;
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//private _sx: number = 0;
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//private _sy: number = 0;
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//private _sw: number = 0;
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//private _sh: number = 0;
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this._fx = 1;
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this._fy = 1;
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//private _fx: number = 1;
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//private _fy: number = 1;
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this._tx = 0;
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this._ty = 0;
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this._sin = 0;
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this._cos = 1;
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this._tl = 0;
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//private _sin: number = 0;
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//private _cos: number = 1;
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this._maxX = 0;
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this._maxY = 0;
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this._startX = 0;
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@ -18037,11 +18026,12 @@ var Phaser;
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*/
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function (camera, tilemap) {
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// Loop through the layers
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for(var i = 0; i < tilemap.layers.length; i++) {
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var layer = tilemap.layers[i];
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if(layer.visible == false || layer.alpha < 0.1) {
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this._tl = tilemap.layers.length;
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for(var i = 0; i < this._tl; i++) {
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if(tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1) {
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continue;
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}
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var layer = tilemap.layers[i];
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// Work out how many tiles we can fit into our camera and round it up for the edges
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this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1;
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this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1;
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28
build/phaser.d.ts
vendored
28
build/phaser.d.ts
vendored
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@ -5867,15 +5867,15 @@ module Phaser {
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* TilemapLayer constructor
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* Create a new <code>TilemapLayer</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param parent {Tilemap} The tilemap that contains this layer.
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* @param id {number} The ID of this layer within the Tilemap array.
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* @param key {string} Asset key for this map.
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* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param name {string} Name of this layer, so you can get this layer by its name.
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* @param tileWidth {number} Width of tiles in this map.
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||||
* @param tileHeight {number} Height of tiles in this map.
|
||||
*/
|
||||
constructor(game: Game, parent: Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number);
|
||||
constructor(parent: Tilemap, id: number, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number);
|
||||
private _tempTileX;
|
||||
private _tempTileY;
|
||||
private _tempTileW;
|
||||
|
@ -5910,6 +5910,11 @@ module Phaser {
|
|||
*/
|
||||
public name: string;
|
||||
/**
|
||||
* The ID of the layer within the Tilemap.
|
||||
* @type {number}
|
||||
*/
|
||||
public ID: number;
|
||||
/**
|
||||
* Controls whether update() and draw() are automatically called.
|
||||
* @type {boolean}
|
||||
*/
|
||||
|
@ -5933,7 +5938,7 @@ module Phaser {
|
|||
*/
|
||||
public mapFormat: number;
|
||||
/**
|
||||
* It's width and height are in tiles instead of pixels.
|
||||
* Map bounds (width and height) in tiles not pixels.
|
||||
* @type {Rectangle}
|
||||
*/
|
||||
public boundsInTiles: Rectangle;
|
||||
|
@ -6310,13 +6315,6 @@ module Phaser {
|
|||
*/
|
||||
public mapFormat: number;
|
||||
/**
|
||||
* Inherited methods for overriding.
|
||||
*/
|
||||
public preUpdate(): void;
|
||||
public update(): void;
|
||||
public postUpdate(): void;
|
||||
public destroy(): void;
|
||||
/**
|
||||
* Parset csv map data and generate tiles.
|
||||
* @param data {string} CSV map data.
|
||||
* @param key {string} Asset key for tileset image.
|
||||
|
@ -6418,6 +6416,7 @@ module Phaser {
|
|||
* @param [layer] {number} which layer you want to set the tile to.
|
||||
*/
|
||||
public putTile(x: number, y: number, index: number, layer?: number): void;
|
||||
public destroy(): void;
|
||||
}
|
||||
}
|
||||
/**
|
||||
|
@ -9381,20 +9380,13 @@ module Phaser.Renderer.Canvas {
|
|||
*/
|
||||
public game: Game;
|
||||
private _ga;
|
||||
private _sx;
|
||||
private _sy;
|
||||
private _sw;
|
||||
private _sh;
|
||||
private _dx;
|
||||
private _dy;
|
||||
private _dw;
|
||||
private _dh;
|
||||
private _fx;
|
||||
private _fy;
|
||||
private _tx;
|
||||
private _ty;
|
||||
private _sin;
|
||||
private _cos;
|
||||
private _tl;
|
||||
private _maxX;
|
||||
private _maxY;
|
||||
private _startX;
|
||||
|
|
|
@ -11521,15 +11521,15 @@ var Phaser;
|
|||
* TilemapLayer constructor
|
||||
* Create a new <code>TilemapLayer</code>.
|
||||
*
|
||||
* @param game {Phaser.Game} Current game instance.
|
||||
* @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.
|
||||
*/
|
||||
function TilemapLayer(game, parent, key, mapFormat, name, tileWidth, tileHeight) {
|
||||
function TilemapLayer(parent, id, key, mapFormat, name, tileWidth, tileHeight) {
|
||||
/**
|
||||
* Controls whether update() and draw() are automatically called.
|
||||
* @type {boolean}
|
||||
|
@ -11572,8 +11572,9 @@ var Phaser;
|
|||
* @type {number}
|
||||
*/
|
||||
this.tileSpacing = 0;
|
||||
this.game = game;
|
||||
this.parent = parent;
|
||||
this.game = parent.game;
|
||||
this.ID = id;
|
||||
this.name = name;
|
||||
this.mapFormat = mapFormat;
|
||||
this.tileWidth = tileWidth;
|
||||
|
@ -12028,10 +12029,6 @@ var Phaser;
|
|||
if (typeof tileWidth === "undefined") { tileWidth = 0; }
|
||||
if (typeof tileHeight === "undefined") { tileHeight = 0; }
|
||||
/**
|
||||
* The Events component
|
||||
*/
|
||||
//public events: Phaser.Components.Sprite.Events;
|
||||
/**
|
||||
* z order value of the object.
|
||||
*/
|
||||
this.z = -1;
|
||||
|
@ -12072,17 +12069,6 @@ var Phaser;
|
|||
}
|
||||
Tilemap.FORMAT_CSV = 0;
|
||||
Tilemap.FORMAT_TILED_JSON = 1;
|
||||
Tilemap.prototype.preUpdate = /**
|
||||
* Inherited methods for overriding.
|
||||
*/
|
||||
function () {
|
||||
};
|
||||
Tilemap.prototype.update = function () {
|
||||
};
|
||||
Tilemap.prototype.postUpdate = function () {
|
||||
};
|
||||
Tilemap.prototype.destroy = function () {
|
||||
};
|
||||
Tilemap.prototype.parseCSV = /**
|
||||
* Parset csv map data and generate tiles.
|
||||
* @param data {string} CSV map data.
|
||||
|
@ -12091,7 +12077,7 @@ var Phaser;
|
|||
* @param tileHeight {number} Height of its tile.
|
||||
*/
|
||||
function (data, key, tileWidth, tileHeight) {
|
||||
var layer = new Phaser.TilemapLayer(this.game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
|
||||
var layer = new Phaser.TilemapLayer(this, 0, key, 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");
|
||||
|
@ -12118,7 +12104,7 @@ var Phaser;
|
|||
data = data.trim();
|
||||
var json = JSON.parse(data);
|
||||
for(var i = 0; i < json.layers.length; i++) {
|
||||
var layer = new Phaser.TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
|
||||
var layer = new Phaser.TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
|
||||
// Check it's a data layer
|
||||
if(!json.layers[i].data) {
|
||||
continue;
|
||||
|
@ -12236,7 +12222,7 @@ var Phaser;
|
|||
* @return {Tile} The tile with specific properties.
|
||||
*/
|
||||
function (x, y, layer) {
|
||||
if (typeof layer === "undefined") { layer = 0; }
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
|
||||
return this.tiles[this.layers[layer].getTileIndex(x, y)];
|
||||
};
|
||||
Tilemap.prototype.getTileFromWorldXY = /**
|
||||
|
@ -12247,7 +12233,7 @@ var Phaser;
|
|||
* @return {Tile} The tile with specific properties.
|
||||
*/
|
||||
function (x, y, layer) {
|
||||
if (typeof layer === "undefined") { layer = 0; }
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
|
||||
};
|
||||
Tilemap.prototype.getTileFromInputXY = /**
|
||||
|
@ -12256,7 +12242,7 @@ var Phaser;
|
|||
* @returns {Tile}
|
||||
*/
|
||||
function (layer) {
|
||||
if (typeof layer === "undefined") { layer = 0; }
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
|
||||
return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
|
||||
};
|
||||
Tilemap.prototype.getTileOverlaps = /**
|
||||
|
@ -12317,16 +12303,18 @@ var Phaser;
|
|||
* @param [layer] {number} which layer you want to set the tile to.
|
||||
*/
|
||||
function (x, y, index, layer) {
|
||||
if (typeof layer === "undefined") { layer = 0; }
|
||||
if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
|
||||
this.layers[layer].putTile(x, y, index);
|
||||
};
|
||||
Tilemap.prototype.destroy = function () {
|
||||
this.texture = null;
|
||||
this.transform = null;
|
||||
this.tiles.length = 0;
|
||||
this.layers.length = 0;
|
||||
};
|
||||
return Tilemap;
|
||||
})();
|
||||
Phaser.Tilemap = Tilemap;
|
||||
// Set current layer
|
||||
// Set layer order?
|
||||
// Delete tiles of certain type
|
||||
// Erase tiles
|
||||
})(Phaser || (Phaser = {}));
|
||||
/// <reference path="../Game.ts" />
|
||||
/// <reference path="../tweens/Tween.ts" />
|
||||
|
@ -18011,20 +17999,21 @@ var Phaser;
|
|||
function TilemapRenderer(game) {
|
||||
// Local rendering related temp vars to help avoid gc spikes through constant var creation
|
||||
this._ga = 1;
|
||||
this._sx = 0;
|
||||
this._sy = 0;
|
||||
this._sw = 0;
|
||||
this._sh = 0;
|
||||
//private _sx: number = 0;
|
||||
//private _sy: number = 0;
|
||||
//private _sw: number = 0;
|
||||
//private _sh: number = 0;
|
||||
this._dx = 0;
|
||||
this._dy = 0;
|
||||
this._dw = 0;
|
||||
this._dh = 0;
|
||||
this._fx = 1;
|
||||
this._fy = 1;
|
||||
//private _fx: number = 1;
|
||||
//private _fy: number = 1;
|
||||
this._tx = 0;
|
||||
this._ty = 0;
|
||||
this._sin = 0;
|
||||
this._cos = 1;
|
||||
this._tl = 0;
|
||||
//private _sin: number = 0;
|
||||
//private _cos: number = 1;
|
||||
this._maxX = 0;
|
||||
this._maxY = 0;
|
||||
this._startX = 0;
|
||||
|
@ -18037,11 +18026,12 @@ var Phaser;
|
|||
*/
|
||||
function (camera, tilemap) {
|
||||
// Loop through the layers
|
||||
for(var i = 0; i < tilemap.layers.length; i++) {
|
||||
var layer = tilemap.layers[i];
|
||||
if(layer.visible == false || layer.alpha < 0.1) {
|
||||
this._tl = tilemap.layers.length;
|
||||
for(var i = 0; i < this._tl; i++) {
|
||||
if(tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1) {
|
||||
continue;
|
||||
}
|
||||
var layer = tilemap.layers[i];
|
||||
// Work out how many tiles we can fit into our camera and round it up for the edges
|
||||
this._maxX = this.game.math.ceil(camera.width / layer.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1;
|
||||
|
|
Loading…
Reference in a new issue