Tilemap Rendering is working :)

This commit is contained in:
Richard Davey 2013-09-12 00:55:27 +01:00
parent 95374339b9
commit 89b00db103
17 changed files with 197 additions and 49 deletions

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@ -105,4 +105,5 @@
<script src="../src/tilemap/Tilemap.js"></script>
<script src="../src/tilemap/TilemapLayer.js"></script>
<script src="../src/tilemap/Tile.js"></script>
<script src="../src/tilemap/TilemapRenderer.js"></script>

View file

@ -26,6 +26,14 @@
}
var canvas;
var context;
var baseTexture;
var texture;
var s;
var r;
var t;
function create() {
// game, key, mapData, format, resizeWorld, tileWidth, tileHeight
@ -33,12 +41,17 @@
// This creates the tilemap using the csv and tile sheet we loaded.
// We tell it use to CSV format parser. The 16x16 are the tile sizes.
// The 4th parameter (true) tells the game world to resize itself based on the map dimensions or not.
var t = new Phaser.Tilemap(game, 'csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
t = new Phaser.Tilemap(game, 'csvtiles', 'csvtest', Phaser.Tilemap.FORMAT_CSV, true, 16, 16);
r = new Phaser.TilemapRenderer(game);
}
function update() {
r.render(t);
if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT))
{
game.camera.x -= 4;

View file

@ -152,7 +152,7 @@ PIXI.Sprite.prototype.setTexture = function(texture)
PIXI.Sprite.prototype.onTextureUpdate = function(event)
{
//this.texture.removeEventListener( 'update', this.onTextureUpdateBind );
console.log('pot');
// so if _width is 0 then width was not set..
if(this._width)this.scale.x = this._width / this.texture.frame.width;
if(this._height)this.scale.y = this._height / this.texture.frame.height;

View file

@ -21,6 +21,12 @@ Phaser.Tile = function (game, tilemap, index, width, height) {
*/
this.mass = 1.0;
/**
* Indicating this Tile doesn't collide at all.
* @type {bool}
*/
this.collideNone = true;
/**
* Indicating collide with any object on the left.
* @type {bool}
@ -62,7 +68,6 @@ Phaser.Tile = function (game, tilemap, index, width, height) {
this.index = index;
this.width = width;
this.height = height;
this.allowCollisions = Phaser.Types.NONE;
};
@ -82,44 +87,25 @@ Phaser.Tile.prototype = {
* @param separateX {bool} Enable seprate at x-axis.
* @param separateY {bool} Enable seprate at y-axis.
*/
setCollision: function (collision, resetCollisions, separateX, separateY) {
setCollision: function (left, right, up, down, reset, separateX, separateY) {
if (resetCollisions)
if (reset)
{
this.resetCollision();
}
this.separateX = separateX;
this.separateY = separateY;
this.allowCollisions = collision;
if (collision & Phaser.Types.ANY)
{
this.collideLeft = true;
this.collideRight = true;
this.collideUp = true;
this.collideDown = true;
return;
}
this.collideNone = true;
this.collideLeft = left;
this.collideRight = right;
this.collideUp = up;
this.collideDown = down;
if (collision & Phaser.Types.LEFT || collision & Phaser.Types.WALL)
if (left || right || up || down)
{
this.collideLeft = true;
}
if (collision & Phaser.Types.RIGHT || collision & Phaser.Types.WALL)
{
this.collideRight = true;
}
if (collision & Phaser.Types.UP || collision & Phaser.Types.CEILING)
{
this.collideUp = true;
}
if (collision & Phaser.Types.DOWN || collision & Phaser.Types.CEILING)
{
this.collideDown = true;
this.collideNone = false;
}
},
@ -129,7 +115,7 @@ Phaser.Tile.prototype = {
*/
resetCollision: function () {
this.allowCollisions = Phaser.Types.NONE;
this.collideNone = true;
this.collideLeft = false;
this.collideRight = false;
this.collideUp = false;
@ -144,7 +130,8 @@ Phaser.Tile.prototype = {
**/
toString: function () {
return "[{Tile (index=" + this.index + " collisions=" + this.allowCollisions + " width=" + this.width + " height=" + this.height + ")}]";
// return "[{Tile (index=" + this.index + " collisions=" + this.allowCollisions + " width=" + this.width + " height=" + this.height + ")}]";
return '';
}

View file

@ -46,9 +46,6 @@ Phaser.Tilemap = function (game, key, mapData, format, resizeWorld, tileWidth, t
this.exists = true;
this.visible = true;
// this.texture = new Phaser.Display.Texture(this);
// this.transform = new Phaser.Components.TransformManager(this);
this.tiles = [];
this.layers = [];
this.mapFormat = format;

View file

@ -67,27 +67,28 @@ Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, til
* @type {number}
*/
this.tileSpacing = 0;
this.parent = parent;
this.game = parent.game;
this.ID = id;
this.name = name;
this.mapFormat = mapFormat;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Phaser.Rectangle();
// this.texture = new Phaser.Display.Texture(this);
// this.transform = new Phaser.Components.TransformManager(this);
// if (key !== null)
// {
// this.texture.loadImage(key, false);
// } else {
// this.texture.opaque = true;
// }
this.tileset = this.game.cache.getImage(key);
// Handy proxies
// this.alpha = this.texture.alpha;
this.alpha = 1;
this.canvas = Phaser.Canvas.create(this.game.width, this.game.height);
this.context = this.canvas.getContext('2d');
this.baseTexture = new PIXI.BaseTexture(this.canvas);
this.texture = new PIXI.Texture(this.baseTexture);
this.sprite = new PIXI.Sprite(this.texture);
this.game.stage._stage.addChild(this.sprite);
this.mapData = [];
this._tempTileBlock = [];
@ -470,9 +471,9 @@ Phaser.TilemapLayer.prototype = {
i = 1;
}
for (var ty = this.tileMargin; ty < this.texture.height; ty += (this.tileHeight + this.tileSpacing))
for (var ty = this.tileMargin; ty < this.tileset.height; ty += (this.tileHeight + this.tileSpacing))
{
for (var tx = this.tileMargin; tx < this.texture.width; tx += (this.tileWidth + this.tileSpacing))
for (var tx = this.tileMargin; tx < this.tileset.width; tx += (this.tileWidth + this.tileSpacing))
{
this.tileOffsets[i] = {
x: tx,

View file

@ -0,0 +1,149 @@
Phaser.TilemapRenderer = function (game) {
this.game = game;
// Local rendering related temp vars to help avoid gc spikes through constant var creation
this._ga = 1;
this._dx = 0;
this._dy = 0;
this._dw = 0;
this._dh = 0;
this._tx = 0;
this._ty = 0;
this._tl = 0;
this._maxX = 0;
this._maxY = 0;
this._startX = 0;
this._startY = 0;
};
Phaser.TilemapRenderer.prototype = {
/**
* Render a tilemap to a canvas.
* @param tilemap {Tilemap} The tilemap data to render.
*/
render: function (tilemap) {
// Loop through the layers
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 canvas and round it up for the edges
this._maxX = this.game.math.ceil(layer.canvas.width / layer.tileWidth) + 1;
this._maxY = this.game.math.ceil(layer.canvas.height / layer.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
// this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth);
// this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight);
this._startX = this.game.math.floor(this.game.camera.x / layer.tileWidth);
this._startY = this.game.math.floor(this.game.camera.y / layer.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._maxX > layer.widthInTiles)
{
this._maxX = layer.widthInTiles;
}
if (this._maxY > layer.heightInTiles)
{
this._maxY = layer.heightInTiles;
}
if (this._startX + this._maxX > layer.widthInTiles)
{
this._startX = layer.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > layer.heightInTiles)
{
this._startY = layer.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
//this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
this._dx = 0;
this._dy = 0;
this._dx += -(this.game.camera.x - (this._startX * layer.tileWidth));
this._dy += -(this.game.camera.y - (this._startY * layer.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Alpha
if (layer.alpha !== 1)
{
this._ga = layer.context.globalAlpha;
layer.context.globalAlpha = layer.alpha;
}
layer.context.clearRect(0, 0, layer.canvas.width, layer.canvas.height);
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = layer.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (layer.tileOffsets[this._columnData[tile]])
{
layer.context.drawImage(
layer.tileset,
layer.tileOffsets[this._columnData[tile]].x,
layer.tileOffsets[this._columnData[tile]].y,
layer.tileWidth,
layer.tileHeight,
this._tx,
this._ty,
layer.tileWidth,
layer.tileHeight
);
}
this._tx += layer.tileWidth;
}
this._tx = this._dx;
this._ty += layer.tileHeight;
}
if (this._ga > -1)
{
layer.context.globalAlpha = this._ga;
}
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
PIXI.texturesToUpdate.push(layer.baseTexture);
}
return true;
}
};