mirror of
https://github.com/photonstorm/phaser
synced 2024-11-10 15:14:47 +00:00
Nearly finished Tilemap integration into the core.
This commit is contained in:
parent
31018b9295
commit
9c1fdb371c
8 changed files with 1407 additions and 668 deletions
666
build/phaser.js
666
build/phaser.js
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@ -9,7 +9,7 @@
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*
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* Phaser - http://www.phaser.io
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*
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* v1.0.7 - Built at: Wed, 16 Oct 2013 03:37:04 +0100
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* v1.0.7 - Built at: Wed, 16 Oct 2013 06:25:10 +0100
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*
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* By Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -15538,10 +15538,6 @@ Phaser.GameObjectFactory.prototype = {
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return group.create(x, y, key, frame);
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// var child = new Phaser.Sprite(this.game, x, y, key, frame);
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// parent.addChild(child);
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// return child;
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},
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/**
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@ -15687,17 +15683,43 @@ Phaser.GameObjectFactory.prototype = {
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* Description.
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*
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* @method tilemap
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @param {Description} key - Description.
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* @param {Description} resizeWorld - Description.
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* @param {Description} tileWidth - Description.
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* @param {Description} tileHeight - Description.
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* @return {Description} Description.
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*/
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tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
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tilemap: function (key) {
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return this.world.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
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return new Phaser.Tilemap(this.game, key);
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},
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/**
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* Description.
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*
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* @method tilemap
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* @param {Description} key - Description.
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* @return {Description} Description.
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*/
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tileset: function (key) {
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return this.game.cache.getTileset(key);
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},
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/**
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* Description.
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*
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* @method tileSprite
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* @param {Description} x - Description.
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* @param {Description} y - Description.
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* @param {Description} width - Description.
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* @param {Description} height - Description.
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* @param {Description} key - Description.
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* @param {Description} frame - Description.
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* @return {Description} Description.
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*/
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tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
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return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
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},
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@ -15997,16 +16019,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
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*/
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this.health = 1;
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/**
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* @property {Description} velocity - Description.
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*/
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// this.velocity = this.body.velocity;
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/**
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* @property {Description} acceleration - Description.
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*/
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// this.acceleration = this.body.acceleration;
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/**
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* @property {Description} inWorld - World bounds check.
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*/
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@ -16575,18 +16587,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
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});
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/**
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*
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* @returns {boolean}
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*/
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Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
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get: function () {
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return 1;
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}
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});
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/**
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* Get the input enabled state of this Sprite.
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* @returns {Description}
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@ -30155,6 +30155,7 @@ Phaser.Physics.Arcade = function (game) {
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this._newVelocity2 = 0;
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this._average = 0;
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this._mapData = [];
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this._mapTiles = 0;
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this._result = false;
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this._total = 0;
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this._angle = 0;
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@ -30301,9 +30302,9 @@ Phaser.Physics.Arcade.prototype = {
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{
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this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
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}
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else if (object2.type == Phaser.TILEMAP)
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else if (object2.type == Phaser.TILEMAPLAYER)
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{
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this.collideSpriteVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
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this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
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}
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}
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// GROUPS
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@ -30317,21 +30318,21 @@ Phaser.Physics.Arcade.prototype = {
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{
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this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
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}
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else if (object2.type == Phaser.TILEMAP)
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else if (object2.type == Phaser.TILEMAPLAYER)
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{
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this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
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this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
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}
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}
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// TILEMAPS
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else if (object1.type == Phaser.TILEMAP)
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// TILEMAP LAYERS
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else if (object1.type == Phaser.TILEMAPLAYER)
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{
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if (object2.type == Phaser.SPRITE)
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{
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this.collideSpriteVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
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this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
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}
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else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
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{
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this.collideGroupVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
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this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
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}
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}
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// EMITTER
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@ -30345,9 +30346,9 @@ Phaser.Physics.Arcade.prototype = {
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{
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this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
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}
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else if (object2.type == Phaser.TILEMAP)
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else if (object2.type == Phaser.TILEMAPLAYER)
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{
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this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
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this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
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}
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}
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}
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@ -30356,6 +30357,70 @@ Phaser.Physics.Arcade.prototype = {
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},
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collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
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this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
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if (this._mapData.length > 1)
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{
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for (var i = 1; i < this._mapData.length; i++)
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{
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this.separateTile(sprite.body, this._mapData[i]);
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if (this._result)
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{
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// They collided, is there a custom process callback?
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if (processCallback)
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{
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if (processCallback.call(callbackContext, sprite, this._mapData[i]))
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{
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this._total++;
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if (collideCallback)
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{
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collideCallback.call(callbackContext, sprite, this._mapData[i]);
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}
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}
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}
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else
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{
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this._total++;
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if (collideCallback)
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{
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collideCallback.call(callbackContext, sprite, this._mapData[i]);
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}
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}
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}
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}
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}
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},
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collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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{
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return;
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}
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if (group._container.first._iNext)
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{
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var currentNode = group._container.first._iNext;
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do
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{
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if (currentNode.exists)
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{
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this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext);
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != group._container.last._iNext);
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}
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},
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collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext) {
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this.separate(sprite1.body, sprite2.body);
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},
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collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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{
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return;
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}
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if (group._container.first._iNext)
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{
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var currentNode = group._container.first._iNext;
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do
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{
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if (currentNode.exists)
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{
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this.collideSpriteVsTilemap(currentNode, tilemap, collideCallback, processCallback, callbackContext);
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}
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currentNode = currentNode._iNext;
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}
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while (currentNode != group._container.last._iNext);
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}
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},
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collideSpriteVsTilemap: function (sprite, tilemap, collideCallback, processCallback, callbackContext) {
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this._mapData = tilemap.collisionLayer.getTileOverlaps(sprite);
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// If the sprite actually collided with the tilemap then _mapData contains an array of the tiles it collided with
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var i = this._mapData.length;
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while (i--)
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{
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if (processCallback)
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{
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// We've got a custom process callback to hit first
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if (processCallback.call(callbackContext, sprite, this._mapData[i].tile))
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{
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this._total++;
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if (collideCallback)
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{
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collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
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}
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}
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}
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else
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{
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this._total++;
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if (collideCallback)
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{
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collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
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}
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}
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}
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},
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collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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@ -30754,12 +30760,7 @@ Phaser.Physics.Arcade.prototype = {
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*/
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separateTile: function (body, tile) {
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if (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true))
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{
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return true;
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}
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return false;
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this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
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},
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@ -32820,15 +32821,13 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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/**
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* @property {Description} sprite - Description.
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* @default
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*/
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this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
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this.sprite.fixedToCamera = true;
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Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame);
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this.type = Phaser.TILEMAPLAYER;
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this.fixedToCamera = true;
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/**
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* @property {Description} tileset - Description.
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this._prevX = 0;
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this._prevY = 0;
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this.dirty = true;
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if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
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@ -32956,230 +32954,232 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
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};
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Phaser.TilemapLayer.prototype = {
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Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
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Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
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update: function () {
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this.x = this.game.camera.x;
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this.y = this.game.camera.y;
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Phaser.TilemapLayer.prototype.update = function () {
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},
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this.scrollX = this.game.camera.x;
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this.scrollY = this.game.camera.y;
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resizeWorld: function () {
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this.render();
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this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
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}
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},
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Phaser.TilemapLayer.prototype.resizeWorld = function () {
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updateTileset: function (tileset) {
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this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
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if (tileset instanceof Phaser.Tileset)
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{
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this.tileset = tileset;
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}
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else if (typeof tileset === 'string')
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{
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this.tileset = this.game.cache.getTileset('tiles');
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}
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else
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{
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return;
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}
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}
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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this.updateMax();
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},
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updateMapData: function (tilemap, layer) {
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if (typeof layer === 'undefined')
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{
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layer = 0;
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}
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if (tilemap instanceof Phaser.Tilemap)
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{
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layer];
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this.updateMax();
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}
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},
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/**
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*
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* @method getTileOverlaps
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* @param {GameObject} object - Tiles you want to get that overlaps this.
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* @return {array} Array with tiles informations (each contains x, y, and the tile).
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*/
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getTiles: function (x, y, width, height, collides) {
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if (this.tilemap === null)
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{
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return;
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}
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// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
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if (typeof collides === 'undefined') { collides = false; }
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// Cap the values
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if (x < 0)
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{
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x = 0;
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}
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if (y < 0)
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{
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y = 0;
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}
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if (width > this.widthInPixels)
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{
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width = this.widthInPixels;
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}
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if (height > this.heightInPixels)
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{
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height = this.heightInPixels;
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}
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var tileWidth = this.tileWidth * this.sprite.scale.x;
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var tileHeight = this.tileHeight * this.sprite.scale.y;
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// Convert the pixel values into tile coordinates
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this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
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this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
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this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
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this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
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this._results.length = 0;
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this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
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var _index = 0;
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var _tile = null;
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var sx = 0;
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var sy = 0;
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for (var wy = this._ty; wy < this._ty + this._th; wy++)
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{
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for (var wx = this._tx; wx < this._tx + this._tw; wx++)
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{
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if (this.layer.data[wy] && this.layer.data[wy][wx])
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{
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// Could combine
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_index = this.layer.data[wy][wx] - 1;
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_tile = this.tileset.getTile(_index);
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sx = _tile.width * this.sprite.scale.x;
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sy = _tile.height * this.sprite.scale.y;
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if (collides == false || (collides && _tile.collideNone == false))
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{
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// this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
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this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
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}
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}
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}
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}
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|
||||
return this._results;
|
||||
|
||||
},
|
||||
|
||||
updateMax: function () {
|
||||
|
||||
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
|
||||
if (this.layer)
|
||||
{
|
||||
if (this._maxX > this.layer.width)
|
||||
{
|
||||
this._maxX = this.layer.width;
|
||||
}
|
||||
|
||||
if (this._maxY > this.layer.height)
|
||||
{
|
||||
this._maxY = this.layer.height;
|
||||
}
|
||||
|
||||
this.widthInPixels = this.layer.width * this.tileWidth;
|
||||
this.heightInPixels = this.layer.height * this.tileHeight;
|
||||
}
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
},
|
||||
|
||||
render: function () {
|
||||
|
||||
if (!this.dirty || !this.tileset || !this.tilemap || !this.sprite.visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._prevX = this._dx;
|
||||
this._prevY = this._dy;
|
||||
|
||||
this._dx = -(this._x - (this._startX * this.tileWidth));
|
||||
this._dy = -(this._y - (this._startY * this.tileHeight));
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (var y = this._startY; y < this._startY + this._maxY; y++)
|
||||
{
|
||||
this._column = this.layer.data[y];
|
||||
|
||||
for (var x = this._startX; x < this._startX + this._maxX; x++)
|
||||
{
|
||||
// only -1 on TILED maps, not CSV
|
||||
var tile = this.tileset.tiles[this._column[x]-1];
|
||||
|
||||
// if (this.tileset.checkTileIndex(tile))
|
||||
if (tile)
|
||||
{
|
||||
this.context.drawImage(
|
||||
this.tileset.image,
|
||||
tile.x,
|
||||
tile.y,
|
||||
this.tileWidth,
|
||||
this.tileHeight,
|
||||
Math.floor(this._tx),
|
||||
Math.floor(this._ty),
|
||||
this.tileWidth,
|
||||
this.tileHeight
|
||||
);
|
||||
}
|
||||
|
||||
this._tx += this.tileWidth;
|
||||
|
||||
}
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty += this.tileHeight;
|
||||
}
|
||||
|
||||
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
|
||||
if (this.game.renderType == Phaser.WEBGL)
|
||||
{
|
||||
PIXI.texturesToUpdate.push(this.baseTexture);
|
||||
}
|
||||
|
||||
this.dirty = false;
|
||||
|
||||
return true;
|
||||
Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
|
||||
|
||||
if (tileset instanceof Phaser.Tileset)
|
||||
{
|
||||
this.tileset = tileset;
|
||||
}
|
||||
else if (typeof tileset === 'string')
|
||||
{
|
||||
this.tileset = this.game.cache.getTileset('tiles');
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
};
|
||||
this.tileWidth = this.tileset.tileWidth;
|
||||
this.tileHeight = this.tileset.tileHeight;
|
||||
|
||||
this.updateMax();
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
|
||||
|
||||
if (typeof layer === 'undefined')
|
||||
{
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
if (tilemap instanceof Phaser.Tilemap)
|
||||
{
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layer];
|
||||
this.updateMax();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @method getTileOverlaps
|
||||
* @param {GameObject} object - Tiles you want to get that overlaps this.
|
||||
* @return {array} Array with tiles informations (each contains x, y, and the tile).
|
||||
*/
|
||||
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
|
||||
|
||||
if (this.tilemap === null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
||||
if (typeof collides === 'undefined') { collides = false; }
|
||||
|
||||
// Cap the values
|
||||
|
||||
if (x < 0)
|
||||
{
|
||||
x = 0;
|
||||
}
|
||||
|
||||
if (y < 0)
|
||||
{
|
||||
y = 0;
|
||||
}
|
||||
|
||||
if (width > this.widthInPixels)
|
||||
{
|
||||
width = this.widthInPixels;
|
||||
}
|
||||
|
||||
if (height > this.heightInPixels)
|
||||
{
|
||||
height = this.heightInPixels;
|
||||
}
|
||||
|
||||
var tileWidth = this.tileWidth * this.scale.x;
|
||||
var tileHeight = this.tileHeight * this.scale.y;
|
||||
|
||||
// Convert the pixel values into tile coordinates
|
||||
this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
|
||||
this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
|
||||
this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
|
||||
this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
|
||||
|
||||
this._results.length = 0;
|
||||
|
||||
this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
|
||||
|
||||
var _index = 0;
|
||||
var _tile = null;
|
||||
var sx = 0;
|
||||
var sy = 0;
|
||||
|
||||
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
||||
{
|
||||
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
|
||||
{
|
||||
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
||||
{
|
||||
// Could combine
|
||||
_index = this.layer.data[wy][wx] - 1;
|
||||
_tile = this.tileset.getTile(_index);
|
||||
|
||||
sx = _tile.width * this.scale.x;
|
||||
sy = _tile.height * this.scale.y;
|
||||
|
||||
if (collides == false || (collides && _tile.collideNone == false))
|
||||
{
|
||||
// this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
|
||||
this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return this._results;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.updateMax = function () {
|
||||
|
||||
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
|
||||
if (this.layer)
|
||||
{
|
||||
if (this._maxX > this.layer.width)
|
||||
{
|
||||
this._maxX = this.layer.width;
|
||||
}
|
||||
|
||||
if (this._maxY > this.layer.height)
|
||||
{
|
||||
this._maxY = this.layer.height;
|
||||
}
|
||||
|
||||
this.widthInPixels = this.layer.width * this.tileWidth;
|
||||
this.heightInPixels = this.layer.height * this.tileHeight;
|
||||
}
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.render = function () {
|
||||
|
||||
if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._prevX = this._dx;
|
||||
this._prevY = this._dy;
|
||||
|
||||
this._dx = -(this._x - (this._startX * this.tileWidth));
|
||||
this._dy = -(this._y - (this._startY * this.tileHeight));
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (var y = this._startY; y < this._startY + this._maxY; y++)
|
||||
{
|
||||
this._column = this.layer.data[y];
|
||||
|
||||
for (var x = this._startX; x < this._startX + this._maxX; x++)
|
||||
{
|
||||
// only -1 on TILED maps, not CSV
|
||||
var tile = this.tileset.tiles[this._column[x]-1];
|
||||
|
||||
// if (this.tileset.checkTileIndex(tile))
|
||||
if (tile)
|
||||
{
|
||||
this.context.drawImage(
|
||||
this.tileset.image,
|
||||
tile.x,
|
||||
tile.y,
|
||||
this.tileWidth,
|
||||
this.tileHeight,
|
||||
Math.floor(this._tx),
|
||||
Math.floor(this._ty),
|
||||
this.tileWidth,
|
||||
this.tileHeight
|
||||
);
|
||||
}
|
||||
|
||||
this._tx += this.tileWidth;
|
||||
|
||||
}
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty += this.tileHeight;
|
||||
}
|
||||
|
||||
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
|
||||
if (this.game.renderType == Phaser.WEBGL)
|
||||
{
|
||||
PIXI.texturesToUpdate.push(this.baseTexture);
|
||||
}
|
||||
|
||||
this.dirty = false;
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
|
@ -33197,7 +33197,7 @@ Phaser.TilemapLayer.prototype.deltaY = function () {
|
|||
return this._dy - this._prevY;
|
||||
}
|
||||
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
|
||||
|
||||
get: function () {
|
||||
return this._x;
|
||||
|
@ -33205,7 +33205,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
|||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this._x && value >= 0)
|
||||
if (value !== this._x && value >= 0 && this.layer)
|
||||
{
|
||||
this._x = value;
|
||||
|
||||
|
@ -33233,7 +33233,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
|||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
|
||||
|
||||
get: function () {
|
||||
return this._y;
|
||||
|
@ -33241,7 +33241,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
|
|||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this._y && value >= 0)
|
||||
if (value !== this._y && value >= 0 && this.layer)
|
||||
{
|
||||
this._y = value;
|
||||
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
|
||||
<script type="text/javascript">
|
||||
|
||||
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });
|
||||
|
||||
var emitter;
|
||||
|
@ -44,7 +42,6 @@
|
|||
|
||||
}
|
||||
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
|
|
122
examples/tilemaps/Sci-Fly.php
Normal file
122
examples/tilemaps/Sci-Fly.php
Normal file
|
@ -0,0 +1,122 @@
|
|||
<?php
|
||||
$title = "Full-screen Tilemap Fly Around";
|
||||
require('../head.php');
|
||||
?>
|
||||
|
||||
<script type="text/javascript">
|
||||
|
||||
var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });
|
||||
// var game = new Phaser.Game(800, 600, Phaser.CANVAS, '', { preload: preload, create: create, update: update, render: render });
|
||||
|
||||
function preload() {
|
||||
|
||||
game.load.tilemap('level3', 'assets/maps/cybernoid.json', null, Phaser.Tilemap.TILED_JSON);
|
||||
game.load.tileset('tiles', 'assets/maps/cybernoid.png', 16, 16);
|
||||
game.load.image('phaser', 'assets/sprites/phaser-ship.png');
|
||||
game.load.image('diamond', 'assets/sprites/chunk.png');
|
||||
|
||||
}
|
||||
|
||||
var map;
|
||||
var tileset;
|
||||
var layer;
|
||||
var cursors;
|
||||
var overlap;
|
||||
var sprite;
|
||||
var emitter;
|
||||
|
||||
function create() {
|
||||
|
||||
game.stage.backgroundColor = '#3d3d3d';
|
||||
|
||||
// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
|
||||
// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
|
||||
map = game.add.tilemap('level3');
|
||||
|
||||
// A Tileset is a single image containing a strip of tiles. Each tile is broken down into its own Phaser.Tile object on import.
|
||||
// You can set properties on the Tile objects, such as collision, n-way movement and meta data.
|
||||
// A Tilemap uses a Tileset to render. The indexes in the map corresponding to the Tileset indexes.
|
||||
// This way multiple levels can share the same single Tileset without requiring one each.
|
||||
tileset = game.add.tileset('tiles');
|
||||
|
||||
// Basically this sets EVERY SINGLE tile to fully collide on all faces
|
||||
tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true);
|
||||
|
||||
// And this turns off collision on the only tile we don't want collision on :)
|
||||
tileset.setCollision(6, false, false, false, false);
|
||||
tileset.setCollision(31, false, false, false, false);
|
||||
tileset.setCollision(34, false, false, false, false);
|
||||
tileset.setCollision(35, false, false, false, false);
|
||||
tileset.setCollision(46, false, false, false, false);
|
||||
|
||||
// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
|
||||
// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
|
||||
// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
|
||||
|
||||
layer = game.add.tilemapLayer(0, 0, 800, 600, tileset, map, 0);
|
||||
|
||||
layer.resizeWorld();
|
||||
|
||||
sprite = game.add.sprite(450, 80, 'phaser');
|
||||
sprite.anchor.setTo(0.5, 0.5);
|
||||
|
||||
game.camera.follow(sprite);
|
||||
game.camera.deadzone = new Phaser.Rectangle(160, 160, layer.renderWidth-320, layer.renderHeight-320);
|
||||
|
||||
cursors = game.input.keyboard.createCursorKeys();
|
||||
|
||||
emitter = game.add.emitter(0, 0, 200);
|
||||
|
||||
emitter.makeParticles('diamond');
|
||||
emitter.minRotation = 0;
|
||||
emitter.maxRotation = 0;
|
||||
emitter.gravity = 5;
|
||||
emitter.bounce.setTo(0.5, 0.5);
|
||||
|
||||
game.input.onDown.add(particleBurst, this);
|
||||
|
||||
}
|
||||
|
||||
function particleBurst() {
|
||||
|
||||
emitter.x = game.input.worldX;
|
||||
emitter.y = game.input.worldY;
|
||||
emitter.start(true, 4000, null, 10);
|
||||
|
||||
}
|
||||
|
||||
function update() {
|
||||
|
||||
game.physics.collide(sprite, layer);
|
||||
game.physics.collide(emitter, layer);
|
||||
|
||||
sprite.body.velocity.x = 0;
|
||||
sprite.body.velocity.y = 0;
|
||||
|
||||
if (cursors.up.isDown)
|
||||
{
|
||||
sprite.body.velocity.y = -150;
|
||||
}
|
||||
else if (cursors.down.isDown)
|
||||
{
|
||||
sprite.body.velocity.y = 150;
|
||||
}
|
||||
|
||||
if (cursors.left.isDown)
|
||||
{
|
||||
sprite.body.velocity.x = -150;
|
||||
sprite.scale.x = -1;
|
||||
}
|
||||
else if (cursors.right.isDown)
|
||||
{
|
||||
sprite.body.velocity.x = 150;
|
||||
sprite.scale.x = 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
</script>
|
||||
|
||||
<?php
|
||||
require('../foot.php');
|
||||
?>
|
|
@ -1,5 +1,625 @@
|
|||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2013 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
* @module Phaser.Bullet
|
||||
*/
|
||||
|
||||
/**
|
||||
* Create a new <code>Bullet</code>.
|
||||
*
|
||||
* A Bullet is like a stripped-down Sprite, useful for when you just need to get something moving around the screen quickly with little of the extra
|
||||
* features that a Sprite supports.
|
||||
* Bullet is MISSING the following:
|
||||
*
|
||||
* animation, all input events, crop support, health/damage, loadTexture
|
||||
*
|
||||
* @class Phaser.Bullet
|
||||
* @classdesc Description of class.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game - Current game instance.
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {string} key - Description.
|
||||
* @param {Description} frame - Description.
|
||||
*/
|
||||
Phaser.Bullet = function (game, x, y, key, frame) {
|
||||
|
||||
x = x || 0;
|
||||
y = y || 0;
|
||||
key = key || null;
|
||||
frame = frame || null;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - A reference to the currently running Game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
|
||||
* @default
|
||||
*/
|
||||
this.exists = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
|
||||
* @default
|
||||
*/
|
||||
this.alive = true;
|
||||
|
||||
/**
|
||||
* @property {Description} group - Description.
|
||||
* @default
|
||||
*/
|
||||
this.group = null;
|
||||
|
||||
/**
|
||||
* @property {string} name - The user defined name given to this Sprite.
|
||||
* @default
|
||||
*/
|
||||
this.name = '';
|
||||
|
||||
/**
|
||||
* @property {Description} type - Description.
|
||||
*/
|
||||
this.type = Phaser.BULLET;
|
||||
|
||||
/**
|
||||
* @property {number} renderOrderID - Description.
|
||||
* @default
|
||||
*/
|
||||
this.renderOrderID = -1;
|
||||
|
||||
/**
|
||||
* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
|
||||
* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
|
||||
* @property {number} lifespan
|
||||
* @default
|
||||
*/
|
||||
this.lifespan = 0;
|
||||
|
||||
/**
|
||||
* @property {Events} events - The Signals you can subscribe to that are dispatched when certain things happen on this Sprite or its components
|
||||
*/
|
||||
this.events = new Phaser.Events(this);
|
||||
|
||||
/**
|
||||
* @property {Description} key - Description.
|
||||
*/
|
||||
this.key = key;
|
||||
|
||||
if (key instanceof Phaser.RenderTexture)
|
||||
{
|
||||
PIXI.Sprite.call(this, key);
|
||||
|
||||
this.currentFrame = this.game.cache.getTextureFrame(key.name);
|
||||
}
|
||||
else if (key instanceof PIXI.Texture)
|
||||
{
|
||||
PIXI.Sprite.call(this, key);
|
||||
|
||||
this.currentFrame = frame;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (key == null || this.game.cache.checkImageKey(key) == false)
|
||||
{
|
||||
key = '__default';
|
||||
}
|
||||
|
||||
PIXI.Sprite.call(this, PIXI.TextureCache[key]);
|
||||
|
||||
if (this.game.cache.isSpriteSheet(key))
|
||||
{
|
||||
/*
|
||||
this.animations.loadFrameData(this.game.cache.getFrameData(key));
|
||||
|
||||
if (frame !== null)
|
||||
{
|
||||
if (typeof frame === 'string')
|
||||
{
|
||||
this.frameName = frame;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.frame = frame;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
this.currentFrame = this.game.cache.getFrame(key);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The anchor sets the origin point of the texture.
|
||||
* The default is 0,0 this means the textures origin is the top left
|
||||
* Setting than anchor to 0.5,0.5 means the textures origin is centered
|
||||
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
|
||||
*
|
||||
* @property {Phaser.Point} anchor
|
||||
*/
|
||||
this.anchor = new Phaser.Point();
|
||||
|
||||
/**
|
||||
* @property {number} x - Description.
|
||||
*/
|
||||
this.x = x;
|
||||
|
||||
/**
|
||||
* @property {number} y - Description.
|
||||
*/
|
||||
this.y = y;
|
||||
|
||||
/**
|
||||
* @property {Description} position - Description.
|
||||
*/
|
||||
this.position.x = x;
|
||||
this.position.y = y;
|
||||
|
||||
/**
|
||||
* Should this Sprite be automatically culled if out of range of the camera?
|
||||
* A culled sprite has its visible property set to 'false'.
|
||||
* Note that this check doesn't look at this Sprites children, which may still be in camera range.
|
||||
* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
|
||||
*
|
||||
* @property {boolean} autoCull
|
||||
* @default
|
||||
*/
|
||||
this.autoCull = false;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one.
|
||||
*/
|
||||
this.scale = new Phaser.Point(1, 1);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values.
|
||||
* @private
|
||||
*/
|
||||
this._cache = {
|
||||
|
||||
dirty: false,
|
||||
|
||||
// Transform cache
|
||||
a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1,
|
||||
|
||||
// Input specific transform cache
|
||||
i01: -1, i10: -1, idi: -1,
|
||||
|
||||
// Bounds check
|
||||
left: null, right: null, top: null, bottom: null,
|
||||
|
||||
// The previous calculated position
|
||||
x: -1, y: -1,
|
||||
|
||||
// The actual scale values based on the worldTransform
|
||||
scaleX: 1, scaleY: 1,
|
||||
|
||||
// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
|
||||
width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
|
||||
|
||||
// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
|
||||
halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
|
||||
|
||||
boundsX: 0, boundsY: 0,
|
||||
|
||||
// If this sprite visible to the camera (regardless of being set to visible or not)
|
||||
cameraVisible: true
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} offset - Corner point defaults.
|
||||
*/
|
||||
this.offset = new Phaser.Point;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} center - Description.
|
||||
*/
|
||||
this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} topLeft - Description.
|
||||
*/
|
||||
this.topLeft = new Phaser.Point(x, y);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} topRight - Description.
|
||||
*/
|
||||
this.topRight = new Phaser.Point(x + this._cache.width, y);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} bottomRight - Description.
|
||||
*/
|
||||
this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Point} bottomLeft - Description.
|
||||
*/
|
||||
this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Rectangle} bounds - Description.
|
||||
*/
|
||||
this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
|
||||
|
||||
/**
|
||||
* @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body.
|
||||
*/
|
||||
this.body = new Phaser.Physics.Arcade.Body(this);
|
||||
|
||||
/**
|
||||
* @property {Description} inWorld - World bounds check.
|
||||
*/
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
|
||||
|
||||
/**
|
||||
* @property {number} inWorldThreshold - World bounds check.
|
||||
* @default
|
||||
*/
|
||||
this.inWorldThreshold = 0;
|
||||
|
||||
/**
|
||||
* @property {boolean} outOfBoundsKill - Kills this sprite as soon as it goes outside of the World bounds.
|
||||
* @default
|
||||
*/
|
||||
this.outOfBoundsKill = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _outOfBoundsFired - Description.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._outOfBoundsFired = false;
|
||||
|
||||
/**
|
||||
* A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
|
||||
* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
|
||||
* @default
|
||||
*/
|
||||
this.fixedToCamera = false;
|
||||
|
||||
};
|
||||
|
||||
Phaser.Bullet.prototype = Object.create(PIXI.Sprite.prototype);
|
||||
Phaser.Bullet.prototype.constructor = Phaser.Bullet;
|
||||
|
||||
/**
|
||||
* Automatically called by World.preUpdate. You can create your own update in Objects that extend Phaser.Sprite.
|
||||
* @method Phaser.Sprite.prototype.preUpdate
|
||||
*/
|
||||
Phaser.Bullet.prototype.preUpdate = function() {
|
||||
|
||||
if (!this.exists)
|
||||
{
|
||||
this.renderOrderID = -1;
|
||||
return;
|
||||
}
|
||||
|
||||
if (this.lifespan > 0)
|
||||
{
|
||||
this.lifespan -= this.game.time.elapsed;
|
||||
|
||||
if (this.lifespan <= 0)
|
||||
{
|
||||
this.kill();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this._cache.dirty = false;
|
||||
|
||||
if (this.visible)
|
||||
{
|
||||
this.renderOrderID = this.game.world.currentRenderOrderID++;
|
||||
}
|
||||
|
||||
this.prevX = this.x;
|
||||
this.prevY = this.y;
|
||||
|
||||
// |a c tx|
|
||||
// |b d ty|
|
||||
// |0 0 1|
|
||||
|
||||
if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10)
|
||||
{
|
||||
this._cache.a00 = this.worldTransform[0]; // scaleX a
|
||||
this._cache.a01 = this.worldTransform[1]; // skewY c
|
||||
this._cache.a10 = this.worldTransform[3]; // skewX b
|
||||
this._cache.a11 = this.worldTransform[4]; // scaleY d
|
||||
|
||||
this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
|
||||
this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks)
|
||||
|
||||
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
|
||||
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
|
||||
|
||||
this._cache.a01 *= -1;
|
||||
this._cache.a10 *= -1;
|
||||
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
|
||||
{
|
||||
this._cache.a02 = this.worldTransform[2]; // translateX tx
|
||||
this._cache.a12 = this.worldTransform[5]; // translateY ty
|
||||
this._cache.dirty = true;
|
||||
}
|
||||
|
||||
// Re-run the camera visibility check
|
||||
if (this._cache.dirty)
|
||||
{
|
||||
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
|
||||
|
||||
if (this.autoCull == true)
|
||||
{
|
||||
// Won't get rendered but will still get its transform updated
|
||||
this.renderable = this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
// Update our physics bounds
|
||||
if (this.body)
|
||||
{
|
||||
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
|
||||
}
|
||||
}
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.preUpdate();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.postUpdate = function() {
|
||||
|
||||
if (this.exists)
|
||||
{
|
||||
// The sprite is positioned in this call, after taking into consideration motion updates and collision
|
||||
if (this.body)
|
||||
{
|
||||
this.body.postUpdate();
|
||||
}
|
||||
|
||||
if (this.fixedToCamera)
|
||||
{
|
||||
this._cache.x = this.game.camera.view.x + this.x;
|
||||
this._cache.y = this.game.camera.view.y + this.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
this._cache.x = this.x;
|
||||
this._cache.y = this.y;
|
||||
}
|
||||
|
||||
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
|
||||
{
|
||||
this.position.x = this._cache.x;
|
||||
this.position.y = this._cache.y;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaAbsY = function () {
|
||||
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaX = function () {
|
||||
return this.x - this.prevX;
|
||||
}
|
||||
|
||||
Phaser.Bullet.prototype.deltaY = function () {
|
||||
return this.y - this.prevY;
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.revive
|
||||
*/
|
||||
Phaser.Bullet.prototype.revive = function(health) {
|
||||
|
||||
if (typeof health === 'undefined') { health = 1; }
|
||||
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.health = health;
|
||||
|
||||
this.events.onRevived.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.kill
|
||||
*/
|
||||
Phaser.Bullet.prototype.kill = function() {
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
this.events.onKilled.dispatch(this);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.destroy
|
||||
*/
|
||||
Phaser.Bullet.prototype.destroy = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.remove(this);
|
||||
}
|
||||
|
||||
this.events.destroy();
|
||||
|
||||
this.alive = false;
|
||||
this.exists = false;
|
||||
this.visible = false;
|
||||
|
||||
this.game = null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.reset
|
||||
*/
|
||||
Phaser.Bullet.prototype.reset = function(x, y) {
|
||||
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.position.x = this.x;
|
||||
this.position.y = this.y;
|
||||
this.alive = true;
|
||||
this.exists = true;
|
||||
this.visible = true;
|
||||
this.renderable = true;
|
||||
this._outOfBoundsFired = false;
|
||||
|
||||
if (this.body)
|
||||
{
|
||||
this.body.reset();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Sprite.prototype.updateBounds
|
||||
*/
|
||||
Phaser.Bullet.prototype.updateBounds = function() {
|
||||
|
||||
// Update the edge points
|
||||
|
||||
this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height));
|
||||
|
||||
this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight);
|
||||
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
|
||||
this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
|
||||
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
|
||||
this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
|
||||
|
||||
this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
|
||||
this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
|
||||
|
||||
this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
|
||||
|
||||
// This is the coordinate the Bullet was at when the last bounds was created
|
||||
this._cache.boundsX = this._cache.x;
|
||||
this._cache.boundsY = this._cache.y;
|
||||
|
||||
if (this.inWorld == false)
|
||||
{
|
||||
// Bullet WAS out of the screen, is it still?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld)
|
||||
{
|
||||
// It's back again, reset the OOB check
|
||||
this._outOfBoundsFired = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Bullet WAS in the screen, has it now left?
|
||||
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
|
||||
|
||||
if (this.inWorld == false)
|
||||
{
|
||||
this.events.onOutOfBounds.dispatch(this);
|
||||
this._outOfBoundsFired = true;
|
||||
|
||||
if (this.outOfBoundsKill)
|
||||
{
|
||||
this.kill();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.getLocalPosition
|
||||
* @param {Description} p - Description.
|
||||
* @param {number} x - Description.
|
||||
* @param {number} y - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
Phaser.Bullet.prototype.getLocalPosition = function(p, x, y) {
|
||||
|
||||
p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
|
||||
p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
|
||||
|
||||
return p;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method Phaser.Bullet.prototype.bringToTop
|
||||
*/
|
||||
Phaser.Bullet.prototype.bringToTop = function() {
|
||||
|
||||
if (this.group)
|
||||
{
|
||||
this.group.bringToTop(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.game.world.bringToTop(this);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Indicates the rotation of the Bullet, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
||||
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
||||
* If you wish to work in radians instead of degrees use the property Bullet.rotation instead.
|
||||
* @name Phaser.Bullet#angle
|
||||
* @property {number} angle - Gets or sets the Bullets angle of rotation in degrees.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Bullet.prototype, 'angle', {
|
||||
|
||||
get: function() {
|
||||
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
||||
},
|
||||
|
||||
set: function(value) {
|
||||
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Is this sprite visible to the camera or not?
|
||||
* @returns {boolean}
|
||||
*/
|
||||
Object.defineProperty(Phaser.Bullet.prototype, "inCamera", {
|
||||
|
||||
get: function () {
|
||||
return this._cache.cameraVisible;
|
||||
}
|
||||
|
||||
});
|
||||
|
|
|
@ -83,10 +83,6 @@ Phaser.GameObjectFactory.prototype = {
|
|||
|
||||
return group.create(x, y, key, frame);
|
||||
|
||||
// var child = new Phaser.Sprite(this.game, x, y, key, frame);
|
||||
// parent.addChild(child);
|
||||
// return child;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
@ -232,17 +228,43 @@ Phaser.GameObjectFactory.prototype = {
|
|||
* Description.
|
||||
*
|
||||
* @method tilemap
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {Description} key - Description.
|
||||
* @param {Description} resizeWorld - Description.
|
||||
* @param {Description} tileWidth - Description.
|
||||
* @param {Description} tileHeight - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
tilemap: function (x, y, key, resizeWorld, tileWidth, tileHeight) {
|
||||
tilemap: function (key) {
|
||||
|
||||
return this.world.add(new Phaser.Tilemap(this.game, key, x, y, resizeWorld, tileWidth, tileHeight));
|
||||
return new Phaser.Tilemap(this.game, key);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method tilemap
|
||||
* @param {Description} key - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
tileset: function (key) {
|
||||
|
||||
return this.game.cache.getTileset(key);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Description.
|
||||
*
|
||||
* @method tileSprite
|
||||
* @param {Description} x - Description.
|
||||
* @param {Description} y - Description.
|
||||
* @param {Description} width - Description.
|
||||
* @param {Description} height - Description.
|
||||
* @param {Description} key - Description.
|
||||
* @param {Description} frame - Description.
|
||||
* @return {Description} Description.
|
||||
*/
|
||||
tilemapLayer: function (x, y, width, height, tileset, tilemap, layer) {
|
||||
|
||||
return this.world.add(new Phaser.TilemapLayer(this.game, x, y, width, height, tileset, tilemap, layer));
|
||||
|
||||
},
|
||||
|
||||
|
|
|
@ -274,16 +274,6 @@ Phaser.Sprite = function (game, x, y, key, frame) {
|
|||
*/
|
||||
this.health = 1;
|
||||
|
||||
/**
|
||||
* @property {Description} velocity - Description.
|
||||
*/
|
||||
// this.velocity = this.body.velocity;
|
||||
|
||||
/**
|
||||
* @property {Description} acceleration - Description.
|
||||
*/
|
||||
// this.acceleration = this.body.acceleration;
|
||||
|
||||
/**
|
||||
* @property {Description} inWorld - World bounds check.
|
||||
*/
|
||||
|
@ -852,18 +842,6 @@ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
|
|||
|
||||
});
|
||||
|
||||
/**
|
||||
*
|
||||
* @returns {boolean}
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sprite.prototype, "worldX", {
|
||||
|
||||
get: function () {
|
||||
return 1;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* Get the input enabled state of this Sprite.
|
||||
* @returns {Description}
|
||||
|
|
|
@ -36,6 +36,7 @@ Phaser.Physics.Arcade = function (game) {
|
|||
this._newVelocity2 = 0;
|
||||
this._average = 0;
|
||||
this._mapData = [];
|
||||
this._mapTiles = 0;
|
||||
this._result = false;
|
||||
this._total = 0;
|
||||
this._angle = 0;
|
||||
|
@ -182,9 +183,9 @@ Phaser.Physics.Arcade.prototype = {
|
|||
{
|
||||
this.collideSpriteVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
else if (object2.type == Phaser.TILEMAP)
|
||||
else if (object2.type == Phaser.TILEMAPLAYER)
|
||||
{
|
||||
this.collideSpriteVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
this.collideSpriteVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
}
|
||||
// GROUPS
|
||||
|
@ -198,21 +199,21 @@ Phaser.Physics.Arcade.prototype = {
|
|||
{
|
||||
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
else if (object2.type == Phaser.TILEMAP)
|
||||
else if (object2.type == Phaser.TILEMAPLAYER)
|
||||
{
|
||||
this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
}
|
||||
// TILEMAPS
|
||||
else if (object1.type == Phaser.TILEMAP)
|
||||
// TILEMAP LAYERS
|
||||
else if (object1.type == Phaser.TILEMAPLAYER)
|
||||
{
|
||||
if (object2.type == Phaser.SPRITE)
|
||||
{
|
||||
this.collideSpriteVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
|
||||
this.collideSpriteVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
else if (object2.type == Phaser.GROUP || object2.type == Phaser.EMITTER)
|
||||
{
|
||||
this.collideGroupVsTilemap(object2, object1, collideCallback, processCallback, callbackContext);
|
||||
this.collideGroupVsTilemapLayer(object2, object1, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
}
|
||||
// EMITTER
|
||||
|
@ -226,9 +227,9 @@ Phaser.Physics.Arcade.prototype = {
|
|||
{
|
||||
this.collideGroupVsGroup(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
else if (object2.type == Phaser.TILEMAP)
|
||||
else if (object2.type == Phaser.TILEMAPLAYER)
|
||||
{
|
||||
this.collideGroupVsTilemap(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
this.collideGroupVsTilemapLayer(object1, object2, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -237,6 +238,70 @@ Phaser.Physics.Arcade.prototype = {
|
|||
|
||||
},
|
||||
|
||||
collideSpriteVsTilemapLayer: function (sprite, tilemapLayer, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
this._mapData = tilemapLayer.getTiles(sprite.body.x, sprite.body.y, sprite.body.width, sprite.body.height, true);
|
||||
|
||||
if (this._mapData.length > 1)
|
||||
{
|
||||
for (var i = 1; i < this._mapData.length; i++)
|
||||
{
|
||||
this.separateTile(sprite.body, this._mapData[i]);
|
||||
|
||||
if (this._result)
|
||||
{
|
||||
// They collided, is there a custom process callback?
|
||||
if (processCallback)
|
||||
{
|
||||
if (processCallback.call(callbackContext, sprite, this._mapData[i]))
|
||||
{
|
||||
this._total++;
|
||||
|
||||
if (collideCallback)
|
||||
{
|
||||
collideCallback.call(callbackContext, sprite, this._mapData[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this._total++;
|
||||
|
||||
if (collideCallback)
|
||||
{
|
||||
collideCallback.call(callbackContext, sprite, this._mapData[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
collideGroupVsTilemapLayer: function (group, tilemapLayer, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
if (group.length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (group._container.first._iNext)
|
||||
{
|
||||
var currentNode = group._container.first._iNext;
|
||||
|
||||
do
|
||||
{
|
||||
if (currentNode.exists)
|
||||
{
|
||||
this.collideSpriteVsTilemapLayer(currentNode, tilemapLayer, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
currentNode = currentNode._iNext;
|
||||
}
|
||||
while (currentNode != group._container.last._iNext);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
collideSpriteVsSprite: function (sprite1, sprite2, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
this.separate(sprite1.body, sprite2.body);
|
||||
|
@ -269,65 +334,6 @@ Phaser.Physics.Arcade.prototype = {
|
|||
|
||||
},
|
||||
|
||||
collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
if (group.length == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (group._container.first._iNext)
|
||||
{
|
||||
var currentNode = group._container.first._iNext;
|
||||
|
||||
do
|
||||
{
|
||||
if (currentNode.exists)
|
||||
{
|
||||
this.collideSpriteVsTilemap(currentNode, tilemap, collideCallback, processCallback, callbackContext);
|
||||
}
|
||||
currentNode = currentNode._iNext;
|
||||
}
|
||||
while (currentNode != group._container.last._iNext);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
collideSpriteVsTilemap: function (sprite, tilemap, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
this._mapData = tilemap.collisionLayer.getTileOverlaps(sprite);
|
||||
|
||||
// If the sprite actually collided with the tilemap then _mapData contains an array of the tiles it collided with
|
||||
var i = this._mapData.length;
|
||||
|
||||
while (i--)
|
||||
{
|
||||
if (processCallback)
|
||||
{
|
||||
// We've got a custom process callback to hit first
|
||||
if (processCallback.call(callbackContext, sprite, this._mapData[i].tile))
|
||||
{
|
||||
this._total++;
|
||||
|
||||
if (collideCallback)
|
||||
{
|
||||
collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this._total++;
|
||||
|
||||
if (collideCallback)
|
||||
{
|
||||
collideCallback.call(callbackContext, sprite, this._mapData[i].tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
|
||||
|
||||
if (group.length == 0)
|
||||
|
@ -635,12 +641,7 @@ Phaser.Physics.Arcade.prototype = {
|
|||
*/
|
||||
separateTile: function (body, tile) {
|
||||
|
||||
if (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
this._result = (this.separateTileX(body, tile, true) || this.separateTileY(body, tile, true));
|
||||
|
||||
},
|
||||
|
||||
|
|
|
@ -30,15 +30,13 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
|||
*/
|
||||
this.texture = new PIXI.Texture(this.baseTexture);
|
||||
|
||||
this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
|
||||
this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
|
||||
|
||||
/**
|
||||
* @property {Description} sprite - Description.
|
||||
* @default
|
||||
*/
|
||||
this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
|
||||
this.sprite.fixedToCamera = true;
|
||||
Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame);
|
||||
|
||||
this.type = Phaser.TILEMAPLAYER;
|
||||
|
||||
this.fixedToCamera = true;
|
||||
|
||||
/**
|
||||
* @property {Description} tileset - Description.
|
||||
|
@ -151,7 +149,6 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
|||
this._prevX = 0;
|
||||
this._prevY = 0;
|
||||
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
|
||||
|
@ -166,230 +163,232 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset,
|
|||
|
||||
};
|
||||
|
||||
Phaser.TilemapLayer.prototype = {
|
||||
Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
|
||||
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
|
||||
|
||||
update: function () {
|
||||
|
||||
this.x = this.game.camera.x;
|
||||
this.y = this.game.camera.y;
|
||||
Phaser.TilemapLayer.prototype.update = function () {
|
||||
|
||||
},
|
||||
this.scrollX = this.game.camera.x;
|
||||
this.scrollY = this.game.camera.y;
|
||||
|
||||
resizeWorld: function () {
|
||||
this.render();
|
||||
|
||||
this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
|
||||
}
|
||||
|
||||
},
|
||||
Phaser.TilemapLayer.prototype.resizeWorld = function () {
|
||||
|
||||
updateTileset: function (tileset) {
|
||||
this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
|
||||
|
||||
if (tileset instanceof Phaser.Tileset)
|
||||
{
|
||||
this.tileset = tileset;
|
||||
}
|
||||
else if (typeof tileset === 'string')
|
||||
{
|
||||
this.tileset = this.game.cache.getTileset('tiles');
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.tileWidth = this.tileset.tileWidth;
|
||||
this.tileHeight = this.tileset.tileHeight;
|
||||
|
||||
this.updateMax();
|
||||
|
||||
},
|
||||
|
||||
updateMapData: function (tilemap, layer) {
|
||||
|
||||
if (typeof layer === 'undefined')
|
||||
{
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
if (tilemap instanceof Phaser.Tilemap)
|
||||
{
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layer];
|
||||
this.updateMax();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
*
|
||||
* @method getTileOverlaps
|
||||
* @param {GameObject} object - Tiles you want to get that overlaps this.
|
||||
* @return {array} Array with tiles informations (each contains x, y, and the tile).
|
||||
*/
|
||||
getTiles: function (x, y, width, height, collides) {
|
||||
|
||||
if (this.tilemap === null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
||||
if (typeof collides === 'undefined') { collides = false; }
|
||||
|
||||
// Cap the values
|
||||
|
||||
if (x < 0)
|
||||
{
|
||||
x = 0;
|
||||
}
|
||||
|
||||
if (y < 0)
|
||||
{
|
||||
y = 0;
|
||||
}
|
||||
|
||||
if (width > this.widthInPixels)
|
||||
{
|
||||
width = this.widthInPixels;
|
||||
}
|
||||
|
||||
if (height > this.heightInPixels)
|
||||
{
|
||||
height = this.heightInPixels;
|
||||
}
|
||||
|
||||
var tileWidth = this.tileWidth * this.sprite.scale.x;
|
||||
var tileHeight = this.tileHeight * this.sprite.scale.y;
|
||||
|
||||
// Convert the pixel values into tile coordinates
|
||||
this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
|
||||
this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
|
||||
this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
|
||||
this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
|
||||
|
||||
this._results.length = 0;
|
||||
|
||||
this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
|
||||
|
||||
var _index = 0;
|
||||
var _tile = null;
|
||||
var sx = 0;
|
||||
var sy = 0;
|
||||
|
||||
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
||||
{
|
||||
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
|
||||
{
|
||||
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
||||
{
|
||||
// Could combine
|
||||
_index = this.layer.data[wy][wx] - 1;
|
||||
_tile = this.tileset.getTile(_index);
|
||||
|
||||
sx = _tile.width * this.sprite.scale.x;
|
||||
sy = _tile.height * this.sprite.scale.y;
|
||||
|
||||
if (collides == false || (collides && _tile.collideNone == false))
|
||||
{
|
||||
// this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
|
||||
this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return this._results;
|
||||
|
||||
},
|
||||
|
||||
updateMax: function () {
|
||||
|
||||
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
|
||||
if (this.layer)
|
||||
{
|
||||
if (this._maxX > this.layer.width)
|
||||
{
|
||||
this._maxX = this.layer.width;
|
||||
}
|
||||
|
||||
if (this._maxY > this.layer.height)
|
||||
{
|
||||
this._maxY = this.layer.height;
|
||||
}
|
||||
|
||||
this.widthInPixels = this.layer.width * this.tileWidth;
|
||||
this.heightInPixels = this.layer.height * this.tileHeight;
|
||||
}
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
},
|
||||
|
||||
render: function () {
|
||||
|
||||
if (!this.dirty || !this.tileset || !this.tilemap || !this.sprite.visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._prevX = this._dx;
|
||||
this._prevY = this._dy;
|
||||
|
||||
this._dx = -(this._x - (this._startX * this.tileWidth));
|
||||
this._dy = -(this._y - (this._startY * this.tileHeight));
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (var y = this._startY; y < this._startY + this._maxY; y++)
|
||||
{
|
||||
this._column = this.layer.data[y];
|
||||
|
||||
for (var x = this._startX; x < this._startX + this._maxX; x++)
|
||||
{
|
||||
// only -1 on TILED maps, not CSV
|
||||
var tile = this.tileset.tiles[this._column[x]-1];
|
||||
|
||||
// if (this.tileset.checkTileIndex(tile))
|
||||
if (tile)
|
||||
{
|
||||
this.context.drawImage(
|
||||
this.tileset.image,
|
||||
tile.x,
|
||||
tile.y,
|
||||
this.tileWidth,
|
||||
this.tileHeight,
|
||||
Math.floor(this._tx),
|
||||
Math.floor(this._ty),
|
||||
this.tileWidth,
|
||||
this.tileHeight
|
||||
);
|
||||
}
|
||||
|
||||
this._tx += this.tileWidth;
|
||||
|
||||
}
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty += this.tileHeight;
|
||||
}
|
||||
|
||||
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
|
||||
if (this.game.renderType == Phaser.WEBGL)
|
||||
{
|
||||
PIXI.texturesToUpdate.push(this.baseTexture);
|
||||
}
|
||||
|
||||
this.dirty = false;
|
||||
|
||||
return true;
|
||||
Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
|
||||
|
||||
if (tileset instanceof Phaser.Tileset)
|
||||
{
|
||||
this.tileset = tileset;
|
||||
}
|
||||
else if (typeof tileset === 'string')
|
||||
{
|
||||
this.tileset = this.game.cache.getTileset('tiles');
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
};
|
||||
this.tileWidth = this.tileset.tileWidth;
|
||||
this.tileHeight = this.tileset.tileHeight;
|
||||
|
||||
this.updateMax();
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
|
||||
|
||||
if (typeof layer === 'undefined')
|
||||
{
|
||||
layer = 0;
|
||||
}
|
||||
|
||||
if (tilemap instanceof Phaser.Tilemap)
|
||||
{
|
||||
this.tilemap = tilemap;
|
||||
this.layer = this.tilemap.layers[layer];
|
||||
this.updateMax();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @method getTileOverlaps
|
||||
* @param {GameObject} object - Tiles you want to get that overlaps this.
|
||||
* @return {array} Array with tiles informations (each contains x, y, and the tile).
|
||||
*/
|
||||
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
|
||||
|
||||
if (this.tilemap === null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
||||
if (typeof collides === 'undefined') { collides = false; }
|
||||
|
||||
// Cap the values
|
||||
|
||||
if (x < 0)
|
||||
{
|
||||
x = 0;
|
||||
}
|
||||
|
||||
if (y < 0)
|
||||
{
|
||||
y = 0;
|
||||
}
|
||||
|
||||
if (width > this.widthInPixels)
|
||||
{
|
||||
width = this.widthInPixels;
|
||||
}
|
||||
|
||||
if (height > this.heightInPixels)
|
||||
{
|
||||
height = this.heightInPixels;
|
||||
}
|
||||
|
||||
var tileWidth = this.tileWidth * this.scale.x;
|
||||
var tileHeight = this.tileHeight * this.scale.y;
|
||||
|
||||
// Convert the pixel values into tile coordinates
|
||||
this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
|
||||
this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
|
||||
this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
|
||||
this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
|
||||
|
||||
this._results.length = 0;
|
||||
|
||||
this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
|
||||
|
||||
var _index = 0;
|
||||
var _tile = null;
|
||||
var sx = 0;
|
||||
var sy = 0;
|
||||
|
||||
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
||||
{
|
||||
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
|
||||
{
|
||||
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
||||
{
|
||||
// Could combine
|
||||
_index = this.layer.data[wy][wx] - 1;
|
||||
_tile = this.tileset.getTile(_index);
|
||||
|
||||
sx = _tile.width * this.scale.x;
|
||||
sy = _tile.height * this.scale.y;
|
||||
|
||||
if (collides == false || (collides && _tile.collideNone == false))
|
||||
{
|
||||
// this._results.push({ x: wx * _tile.width, right: (wx * _tile.width) + _tile.width, y: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile });
|
||||
this._results.push({ x: wx * sx, right: (wx * sx) + sx, y: wy * sy, bottom: (wy * sy) + sy, width: sx, height: sy, tx: wx, ty: wy, tile: _tile });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return this._results;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.updateMax = function () {
|
||||
|
||||
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
||||
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
||||
|
||||
if (this.layer)
|
||||
{
|
||||
if (this._maxX > this.layer.width)
|
||||
{
|
||||
this._maxX = this.layer.width;
|
||||
}
|
||||
|
||||
if (this._maxY > this.layer.height)
|
||||
{
|
||||
this._maxY = this.layer.height;
|
||||
}
|
||||
|
||||
this.widthInPixels = this.layer.width * this.tileWidth;
|
||||
this.heightInPixels = this.layer.height * this.tileHeight;
|
||||
}
|
||||
|
||||
this.dirty = true;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.render = function () {
|
||||
|
||||
if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._prevX = this._dx;
|
||||
this._prevY = this._dy;
|
||||
|
||||
this._dx = -(this._x - (this._startX * this.tileWidth));
|
||||
this._dy = -(this._y - (this._startY * this.tileHeight));
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty = this._dy;
|
||||
|
||||
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||||
|
||||
for (var y = this._startY; y < this._startY + this._maxY; y++)
|
||||
{
|
||||
this._column = this.layer.data[y];
|
||||
|
||||
for (var x = this._startX; x < this._startX + this._maxX; x++)
|
||||
{
|
||||
// only -1 on TILED maps, not CSV
|
||||
var tile = this.tileset.tiles[this._column[x]-1];
|
||||
|
||||
// if (this.tileset.checkTileIndex(tile))
|
||||
if (tile)
|
||||
{
|
||||
this.context.drawImage(
|
||||
this.tileset.image,
|
||||
tile.x,
|
||||
tile.y,
|
||||
this.tileWidth,
|
||||
this.tileHeight,
|
||||
Math.floor(this._tx),
|
||||
Math.floor(this._ty),
|
||||
this.tileWidth,
|
||||
this.tileHeight
|
||||
);
|
||||
}
|
||||
|
||||
this._tx += this.tileWidth;
|
||||
|
||||
}
|
||||
|
||||
this._tx = this._dx;
|
||||
this._ty += this.tileHeight;
|
||||
}
|
||||
|
||||
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
|
||||
if (this.game.renderType == Phaser.WEBGL)
|
||||
{
|
||||
PIXI.texturesToUpdate.push(this.baseTexture);
|
||||
}
|
||||
|
||||
this.dirty = false;
|
||||
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
Phaser.TilemapLayer.prototype.deltaAbsX = function () {
|
||||
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
||||
|
@ -407,7 +406,7 @@ Phaser.TilemapLayer.prototype.deltaY = function () {
|
|||
return this._dy - this._prevY;
|
||||
}
|
||||
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
|
||||
|
||||
get: function () {
|
||||
return this._x;
|
||||
|
@ -415,7 +414,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
|||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this._x && value >= 0)
|
||||
if (value !== this._x && value >= 0 && this.layer)
|
||||
{
|
||||
this._x = value;
|
||||
|
||||
|
@ -443,7 +442,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "x", {
|
|||
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
|
||||
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
|
||||
|
||||
get: function () {
|
||||
return this._y;
|
||||
|
@ -451,7 +450,7 @@ Object.defineProperty(Phaser.TilemapLayer.prototype, "y", {
|
|||
|
||||
set: function (value) {
|
||||
|
||||
if (value !== this._y && value >= 0)
|
||||
if (value !== this._y && value >= 0 && this.layer)
|
||||
{
|
||||
this._y = value;
|
||||
|
||||
|
|
Loading…
Reference in a new issue