Nearly finished Tilemap integration into the core.

This commit is contained in:
photonstorm 2013-10-16 06:33:39 +01:00
parent 31018b9295
commit 9c1fdb371c
8 changed files with 1407 additions and 668 deletions

View file

@ -9,7 +9,7 @@
*
* Phaser - http://www.phaser.io
*
* v1.0.7 - Built at: Wed, 16 Oct 2013 03:37:04 +0100
* v1.0.7 - Built at: Wed, 16 Oct 2013 06:25:10 +0100
*
* By Richard Davey http://www.photonstorm.com @photonstorm
*
@ -15538,10 +15538,6 @@ 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;
},
/**
@ -15687,17 +15683,43 @@ 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));
},
@ -15997,16 +16019,6 @@ 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.
*/
@ -16575,18 +16587,6 @@ 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}
@ -30155,6 +30155,7 @@ 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;
@ -30301,9 +30302,9 @@ 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
@ -30317,21 +30318,21 @@ 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
@ -30345,9 +30346,9 @@ 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);
}
}
}
@ -30356,6 +30357,70 @@ 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);
@ -30388,65 +30453,6 @@ 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)
@ -30754,12 +30760,7 @@ 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));
},
@ -32820,15 +32821,13 @@ 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.
@ -32941,7 +32940,6 @@ 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')
@ -32956,230 +32954,232 @@ 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());
@ -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;

View file

@ -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

View 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');
?>

View file

@ -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;
}
});

View file

@ -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));
},

View file

@ -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}

View file

@ -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));
},

View file

@ -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;