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https://github.com/photonstorm/phaser
synced 2024-12-23 03:23:42 +00:00
changed world to tile and tile to world in isometric mode
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parent
c1c4aedd2f
commit
83bbf08902
8 changed files with 92 additions and 34 deletions
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@ -23,10 +23,11 @@ var WorldToTileY = require('./WorldToTileY');
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*
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* @return {?boolean} Returns a boolean, or null if the layer given was invalid.
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*/
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var HasTileAtWorldXY = function (worldX, worldY, camera, layer)
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var HasTileAtWorldXY = function (worldX, worldY, camera, orientation)
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{
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var tileX = WorldToTileX(worldX, true, camera, layer);
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var tileY = WorldToTileY(worldY, true, camera, layer);
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var layer = stlayer.layer
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var tileX = WorldToTileX(worldX, true, camera, layer, orientation);
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var tileY = WorldToTileY(worldY, true, camera, layer, orientation);
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return HasTileAt(tileX, tileY, layer);
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};
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@ -15,10 +15,11 @@
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* @param {integer} tileX - The x coordinate, in tiles, not pixels.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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* @param {string} orientation - The Tilemap's orientation
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*
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* @return {number}
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*/
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var TileToWorldX = function (tileX, camera, layer)
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var TileToWorldX = function (tileX, camera, layer, orientation)
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{
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var tileWidth = layer.baseTileWidth;
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var tilemapLayer = layer.tilemapLayer;
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@ -33,7 +34,16 @@ var TileToWorldX = function (tileX, camera, layer)
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tileWidth *= tilemapLayer.scaleX;
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}
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return layerWorldX + tileX * tileWidth;
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if (orientation === "orthogonal") {
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return layerWorldX + tileX * tileWidth;
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} else if (orientation === "isometric") {
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// Not Best Solution ?
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console.warn('With isometric map types you have to use the TileToWorldXY function.');
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return null;
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}
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};
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module.exports = TileToWorldX;
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@ -22,16 +22,26 @@ var Vector2 = require('../../math/Vector2');
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* @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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* @param {string} orientation - The Tilemap's orientation
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*
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* @return {Phaser.Math.Vector2} The XY location in world coordinates.
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*/
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var TileToWorldXY = function (tileX, tileY, point, camera, layer)
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var TileToWorldXY = function (tileX, tileY, point, camera, layer, orientation)
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{
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var tileWidth = layer.baseTileWidth;
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var tileHeight = layer.baseTileHeight;
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if (point === undefined) { point = new Vector2(0, 0); }
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point.x = TileToWorldX(tileX, camera, layer);
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point.y = TileToWorldY(tileY, camera, layer);
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if (orientation === "orthogonal") {
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point.x = TileToWorldX(tileX, camera, layer, orientation);
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point.y = TileToWorldY(tileY, camera, layer, orientation);
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} else if (orientation === "isometric") {
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point.x = (WorldX - WorldY) * (tileWidth/2);
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point.y = (WorldX + WorldY) * (tileHeight/2);
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}
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return point;
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};
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@ -16,20 +16,30 @@
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* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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* @param {string} orientation - The Tilemap's orientation
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*
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* @return {number} The X location in tile units.
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*/
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var WorldToTileX = function (worldX, snapToFloor, camera, layer)
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var WorldToTileX = function (worldX, snapToFloor, camera, layer, orientation)
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{
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if (snapToFloor === undefined) { snapToFloor = true; }
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var tileWidth = layer.baseTileWidth;
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var tileHeight = layer.baseTileHeight;
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var tilemapLayer = layer.tilemapLayer;
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if (tilemapLayer)
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{
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if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's vertical scroll
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worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
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tileHeight *= tilemapLayer.scaleY;
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's horizontal scroll
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worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
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@ -37,9 +47,17 @@ var WorldToTileX = function (worldX, snapToFloor, camera, layer)
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tileWidth *= tilemapLayer.scaleX;
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}
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return snapToFloor
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? Math.floor(worldX / tileWidth)
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: worldX / tileWidth;
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if (orientation === "orthogonal") {
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return snapToFloor
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? Math.floor(worldX / tileWidth)
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: worldX / tileWidth;
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} else if (orientation === "isometric") {
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return snapToFloor
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? Math.floor((worldX/(tileWidth/2) + worldY/(tileHeight/2))/2)
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: ((worldX/(tileWidth/2) + worldY/(tileHeight/2))/2);
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}
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};
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module.exports = WorldToTileX;
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@ -24,14 +24,15 @@ var Vector2 = require('../../math/Vector2');
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*
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* @param {string} orientation - The Tilemap's orientation
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* @return {Phaser.Math.Vector2} The XY location in tile units.
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*/
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var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer)
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var WorldToTileXY = function (worldX, worldY, snapToFloor, point, camera, layer,orientation)
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{
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if (point === undefined) { point = new Vector2(0, 0); }
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point.x = WorldToTileX(worldX, snapToFloor, camera, layer);
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point.y = WorldToTileY(worldY, snapToFloor, camera, layer);
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point.x = WorldToTileX(worldX, snapToFloor, camera, layer, orientation);
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point.y = WorldToTileY(worldY, snapToFloor, camera, layer, orientation);
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return point;
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};
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@ -16,16 +16,18 @@
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* @param {boolean} [snapToFloor=true] - Whether or not to round the tile coordinate down to the nearest integer.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
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* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
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*
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* @param {string} orientation - The Tilemap's orientation
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*
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* @return {number} The Y location in tile units.
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*/
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var WorldToTileY = function (worldY, snapToFloor, camera, layer)
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var WorldToTileY = function (worldY, snapToFloor, camera, layer, orientation)
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{
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if (snapToFloor === undefined) { snapToFloor = true; }
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var tileWidth = layer.baseTileWidth;
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var tileHeight = layer.baseTileHeight;
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var tilemapLayer = layer.tilemapLayer;
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if (tilemapLayer)
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{
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if (camera === undefined) { camera = tilemapLayer.scene.cameras.main; }
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@ -35,11 +37,24 @@ var WorldToTileY = function (worldY, snapToFloor, camera, layer)
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worldY = worldY - (tilemapLayer.y + camera.scrollY * (1 - tilemapLayer.scrollFactorY));
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tileHeight *= tilemapLayer.scaleY;
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// Find the world position relative to the static or dynamic layer's top left origin,
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// factoring in the camera's horizontal scroll
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worldX = worldX - (tilemapLayer.x + camera.scrollX * (1 - tilemapLayer.scrollFactorX));
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tileWidth *= tilemapLayer.scaleX;
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}
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return snapToFloor
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? Math.floor(worldY / tileHeight)
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: worldY / tileHeight;
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if (orientation === "orthogonal") {
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return snapToFloor
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? Math.floor(worldY / tileHeight)
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: worldY / tileHeight;
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} else if (orientation === "isometric") {
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return snapToFloor
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? Math.floor(worldY/(tileHeight/2) - (worldX/(tileWidth/2))/2)
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: (worldY/(tileHeight/2) - (worldX/(tileWidth/2))/2);
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}
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};
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module.exports = WorldToTileY;
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@ -32,11 +32,11 @@ var AssignTileProperties = require('./AssignTileProperties');
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*/
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var ParseJSONTiled = function (name, json, insertNull)
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{
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if (json.orientation !== 'orthogonal')
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{
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console.warn('Only orthogonal map types are supported in this version of Phaser');
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return null;
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}
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// if (json.orientation !== 'orthogonal')
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// {
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// console.warn('Only orthogonal map types are supported in this version of Phaser');
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// return null;
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// }
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// Map data will consist of: layers, objects, images, tilesets, sizes
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var mapData = new MapData({
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@ -23,7 +23,7 @@ var Utils = require('../../renderer/webgl/Utils');
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*
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* Use a Static Tilemap Layer instead of a Dynamic Tilemap Layer when you don't need tile manipulation features.
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*
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* @class StaticTilemapLayer
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* @class StaticTilemapLayers
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.Tilemaps
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* @constructor
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@ -1124,7 +1124,8 @@ var StaticTilemapLayer = new Class({
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*/
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hasTileAtWorldXY: function (worldX, worldY, camera)
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{
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return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
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return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.tilemap.orientation);
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},
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/**
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@ -1320,13 +1321,14 @@ var StaticTilemapLayer = new Class({
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},
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/**
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* Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the
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* Converts from tile X and Y coordinates (tile units) to world X coordinates (pixels), factoring in the
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* layers position, scale and scroll.
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*
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* @method Phaser.Tilemaps.StaticTilemapLayer#tileToWorldX
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* @since 3.0.0
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*
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* @param {integer} tileX - The X coordinate, in tile coordinates.
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* @param {integer} tileY - The Y coordinate, in tile coordinates.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the world values from the tile index.
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*
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* @return {number}
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@ -1337,13 +1339,14 @@ var StaticTilemapLayer = new Class({
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},
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/**
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* Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
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* Converts from tile X and Y coordinates (tile units) to world Y coordinates (pixels), factoring in the
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* layers position, scale and scroll.
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*
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* @method Phaser.Tilemaps.StaticTilemapLayer#tileToWorldY
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* @since 3.0.0
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*
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* @param {integer} tileY - The Y coordinate, in tile coordinates.
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* @param {integer} tileY - The Y coordinate, in tile coordinates.
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* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the world values from the tile index.
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*
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* @return {number}
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@ -1389,7 +1392,7 @@ var StaticTilemapLayer = new Class({
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*/
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worldToTileX: function (worldX, snapToFloor, camera)
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{
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return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer);
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return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer, this.tilemap.orientation);
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},
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/**
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@ -1408,7 +1411,7 @@ var StaticTilemapLayer = new Class({
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*/
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worldToTileY: function (worldY, snapToFloor, camera)
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{
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return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer);
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return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer, this.tilemap.orientation);
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},
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/**
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@ -1430,7 +1433,7 @@ var StaticTilemapLayer = new Class({
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*/
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worldToTileXY: function (worldX, worldY, snapToFloor, point, camera)
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{
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return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer);
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return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer, this.tilemap.orientation);
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},
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/**
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