mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 23:20:59 +00:00
Merge branch 'master' of https://github.com/photonstorm/phaser
This commit is contained in:
commit
a45554d630
45 changed files with 889 additions and 254 deletions
|
@ -3,7 +3,28 @@ var Parse = require('./parsers/Parse');
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var MapData = require('./mapdata/MapData');
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var Tilemap = require('./Tilemap');
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// Parse from key or data and create a Tilemap. If neither is given, make an empty Tilemap.
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/**
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* Create a Tilemap from the given key or data. If neither is given, make a blank Tilemap. When
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* loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing from
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* a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map data. For
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* an empty map, you should specify tileWidth, tileHeight, width & height.
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*
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* @param {Scene} scene - [description]
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* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
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* @param {integer} [tileWidth=32] - The width of a tile in pixels.
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* @param {integer} [tileHeight=32] - The height of a tile in pixels.
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* @param {integer} [width=10] - The width of the map in tiles.
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* @param {integer} [height=10] - The height of the map in tiles.
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* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
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* a 2D array of tile indexes.
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* @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the
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* map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
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* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
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* the tile data doesn't need to change then setting this value to `true` will help with memory
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* consumption. However if your map is small or you need to update the tiles dynamically, then leave
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* the default value set.
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* @returns {Tilemap}
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*/
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var ParseToTilemap = function (scene, key, tileWidth, tileHeight, width, height, data, insertNull)
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{
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if (tileWidth === undefined) { tileWidth = 32; }
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|
|
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@ -3,8 +3,6 @@ var Components = require('../components');
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var Tile = new Class({
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// TODO: custom rotation or use transform component
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// TODO: Add in bounds mixin, or custom replacement
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Mixins: [
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Components.Alpha,
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Components.Flip,
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@ -13,35 +11,175 @@ var Tile = new Class({
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initialize:
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/**
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* A Tile is a representation of a single tile within the Tilemap. This is a lightweight data
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* representation, so it's position information is stored without factoring in scroll, layer
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* scale or layer position.
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*
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* @class Tile
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* @constructor
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*
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* @param {LayerData} layer - The LayerData object in the Tilemap that this tile belongs to.
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* @param {integer} index - The unique index of this tile within the map.
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* @param {integer} x - The x coordinate of this tile in tile coordinates.
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* @param {integer} y - The y coordinate of this tile in tile coordinates.
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* @param {integer} width - Width of the tile in pixels.
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* @param {integer} height - Height of the tile in pixels.
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*/
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function Tile (layer, index, x, y, width, height)
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{
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/**
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* The LayerData in the Tilemap data that this tile belongs to.
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* @property {LayerData} layer
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*/
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this.layer = layer;
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this.index = index;
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this.x = x;
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this.y = y;
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this.worldX = x * width;
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this.worldY = y * height;
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this.width = width;
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this.height = height;
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this.properties = {};
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this.rotation = 0;
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this.collideLeft = false;
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this.collideRight = false;
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this.collideUp = false;
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this.collideDown = false;
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this.faceLeft = false;
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this.faceRight = false;
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this.faceTop = false;
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this.faceBottom = false;
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this.collisionCallback = null;
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this.collisionCallbackContext = this;
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this.scanned = false;
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// TODO: update renders to allow for using Components.Tint
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this.tint = 0xFFFFFF;
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/**
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* The index of this tile within the map data corresponding to the tileset, or -1 if this
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* represents a blank tile.
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* @property {integer} index
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*/
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this.index = index;
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/**
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* The x map coordinate of this tile in tile units.
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* @property {integer} x
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*/
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this.x = x;
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/**
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* The y map coordinate of this tile in tile units.
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* @property {integer} y
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*/
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this.y = y;
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/**
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* The world x coordinate of this tile in pixels. This does not factor in camera scroll,
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* layer scale or layer position.
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* @property {number} x
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*/
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this.worldX = x * width;
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/**
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* The world y coordinate of this tile in pixels. This does not factor in camera scroll,
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* layer scale or layer position.
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* @property {number} y
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*/
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this.worldY = y * height;
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/**
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* The width of the tile in pixels.
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* @property {integer} width
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*/
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this.width = width;
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/**
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* The height of the tile in pixels.
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* @property {integer} height
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*/
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this.height = height;
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||||
/**
|
||||
* Tile specific properties. These usually come from Tiled.
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* @property {object} properties
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||||
*/
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this.properties = {};
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||||
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||||
/**
|
||||
* The rotation angle of this tile.
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||||
* @property {number} rotation
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||||
*/
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this.rotation = 0;
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||||
/**
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* Whether the tile should collide with any object on the left side.
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* @property {boolean} collideLeft
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*/
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this.collideLeft = false;
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/**
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* Whether the tile should collide with any object on the right side.
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* @property {boolean} collideRight
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*/
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this.collideRight = false;
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/**
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* Whether the tile should collide with any object on the top side.
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* @property {boolean} collideUp
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*/
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this.collideUp = false;
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/**
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* Whether the tile should collide with any object on the bottom side.
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* @property {boolean} collideDown
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||||
*/
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||||
this.collideDown = false;
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/**
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* Whether the tile's left edge is interesting for collisions.
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* @property {boolean} faceLeft
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*/
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this.faceLeft = false;
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/**
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* Whether the tile's right edge is interesting for collisions.
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* @property {boolean} faceRight
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||||
*/
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||||
this.faceRight = false;
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/**
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* Whether the tile's top edge is interesting for collisions.
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* @property {boolean} faceTop
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*/
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this.faceTop = false;
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/**
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* Whether the tile's bottom edge is interesting for collisions.
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* @property {boolean} faceBottom
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*/
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this.faceBottom = false;
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/**
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* Tile collision callback.
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* @property {function} collisionCallback
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*/
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||||
this.collisionCallback = null;
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||||
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||||
/**
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* The context in which the collision callback will be called.
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* @property {object} collisionCallbackContext
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*/
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||||
this.collisionCallbackContext = this;
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||||
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||||
/**
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* The tint to apply to this tile. Note: tint is currently a single color value instead of
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* the 4 corner tint component on other GameObjects.
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* @property {number} Tint
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||||
* @default
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||||
*/
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||||
this.tint = 0xffffff;
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},
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||||
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||||
// Copy everything except position & interesting faces
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||||
/**
|
||||
* Check if the given x and y world coordinates are within this Tile. This does not factor in
|
||||
* camera scroll, layer scale or layer position.
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||||
*
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||||
* @param {number} x - The x coordinate to test.
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||||
* @param {number} y - The y coordinate to test.
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||||
* @return {boolean} True if the coordinates are within this Tile, otherwise false.
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*/
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containsPoint: function (x, y)
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{
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return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
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},
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||||
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||||
/**
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* Copies the tile data & properties from the given tile to this tile. This copies everything
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* except for position and interesting faces.
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*
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* @param {Tile} tile - The tile to copy from.
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* @returns {this}
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*/
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||||
copy: function (tile)
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{
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||||
this.index = tile.index;
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|
@ -61,12 +199,9 @@ var Tile = new Class({
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return this;
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},
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||||
// Does not factor in scroll offset or tilemap layer position
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||||
containsPoint: function (x, y)
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||||
{
|
||||
return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
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||||
},
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||||
|
||||
/**
|
||||
* Clean up memory.
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||||
*/
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||||
destroy: function ()
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||||
{
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||||
this.collisionCallback = undefined;
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||||
|
@ -74,12 +209,33 @@ var Tile = new Class({
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this.properties = undefined;
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},
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// Does not factor in scroll offset or tilemap layer position
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/**
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* Check for intersection with this tile. This does not factor in camera scroll, layer scale or
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* layer position.
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*
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||||
* @param {number} x - The x axis in pixels.
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* @param {number} y - The y axis in pixels.
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||||
* @param {number} right - The right point.
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||||
* @param {number} bottom - The bottom point.
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||||
* @return {boolean}
|
||||
*/
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||||
intersects: function (x, y, right, bottom)
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||||
{
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return !(right <= this.worldX || bottom <= this.worldY || x >= this.right || y >= this.bottom);
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||||
return !(
|
||||
right <= this.worldX || bottom <= this.worldY ||
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||||
x >= this.right || y >= this.bottom
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||||
);
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||||
},
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||||
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||||
/**
|
||||
* Checks if the tile is interesting.
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||||
*
|
||||
* @param {boolean} collides - If true, will consider the tile interesting if it collides on any
|
||||
* side.
|
||||
* @param {boolean} faces - If true, will consider the tile interesting if it has an interesting
|
||||
* face.
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||||
* @returns {boolean} True if the Tile is interesting, otherwise false.
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||||
*/
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||||
isInteresting: function (collides, faces)
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||||
{
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||||
if (collides && faces) { return (this.canCollide || this.hasInterestingFace); }
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||||
|
@ -88,6 +244,11 @@ var Tile = new Class({
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|||
return false;
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||||
},
|
||||
|
||||
/**
|
||||
* Reset collision status flags.
|
||||
*
|
||||
* @returns {this}
|
||||
*/
|
||||
resetCollision: function ()
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||||
{
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||||
this.collideLeft = false;
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|
@ -99,8 +260,19 @@ var Tile = new Class({
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|||
this.faceBottom = false;
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||||
this.faceLeft = false;
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||||
this.faceRight = false;
|
||||
|
||||
return this;
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||||
},
|
||||
|
||||
/**
|
||||
* Sets the collision flags for each side of this tile and updates the interesting faces list.
|
||||
*
|
||||
* @param {boolean} left - Indicating collide with any object on the left.
|
||||
* @param {boolean} right - Indicating collide with any object on the right.
|
||||
* @param {boolean} up - Indicating collide with any object on the top.
|
||||
* @param {boolean} down - Indicating collide with any object on the bottom.
|
||||
* @returns {this}
|
||||
*/
|
||||
setCollision: function (left, right, up, down)
|
||||
{
|
||||
if (right === undefined) { right = left; }
|
||||
|
@ -116,11 +288,22 @@ var Tile = new Class({
|
|||
this.faceRight = right;
|
||||
this.faceTop = up;
|
||||
this.faceBottom = down;
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Set a callback to be called when this tile is hit by an object. The callback must true for
|
||||
* collision processing to take place.
|
||||
*
|
||||
* @param {function} callback - Callback function.
|
||||
* @param {object} context - Callback will be called within this context.
|
||||
* @returns {this}
|
||||
*/
|
||||
setCollisionCallback: function (callback, context)
|
||||
{
|
||||
if (callback === null) {
|
||||
if (callback === null)
|
||||
{
|
||||
this.collisionCallback = undefined;
|
||||
this.collisionCallbackContext = undefined;
|
||||
}
|
||||
|
@ -129,17 +312,32 @@ var Tile = new Class({
|
|||
this.collisionCallback = callback;
|
||||
this.collisionCallbackContext = context;
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the size of the tile and updates its worldX and worldY.
|
||||
*
|
||||
* @param {integer} tileWidth - The width of the tile in pixels.
|
||||
* @param {integer} tileHeight - The height of the tile in pixels.
|
||||
* @returns {this}
|
||||
*/
|
||||
setSize: function (tileWidth, tileHeight)
|
||||
{
|
||||
this.worldX = this.x * tileWidth;
|
||||
this.worldY = this.y * tileHeight;
|
||||
this.width = tileWidth;
|
||||
this.height = tileHeight;
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
// True if this tile can collide on any of its faces or has a collision callback set.
|
||||
/**
|
||||
* True if this tile can collide on any of its faces or has a collision callback set.
|
||||
* @property {boolean} canCollide
|
||||
* @readonly
|
||||
*/
|
||||
canCollide: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -147,7 +345,11 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
// True if this tile can collide on any of its faces.
|
||||
/**
|
||||
* True if this tile can collide on any of its faces.
|
||||
* @property {boolean} canCollide
|
||||
* @readonly
|
||||
*/
|
||||
collides: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -155,7 +357,11 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
// True if this tile has any interesting faces
|
||||
/**
|
||||
* True if this tile has any interesting faces.
|
||||
* @property {boolean} canCollide
|
||||
* @readonly
|
||||
*/
|
||||
hasInterestingFace: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -163,6 +369,12 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The world position of the left side of the tile. This does not factor in camera scroll, layer
|
||||
* scale or layer position.
|
||||
* @property {integer} left
|
||||
* @readonly
|
||||
*/
|
||||
left: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -170,6 +382,12 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The world position of the right side of the tile. This does not factor in camera scroll,
|
||||
* layer scale or layer position.
|
||||
* @property {integer} right
|
||||
* @readonly
|
||||
*/
|
||||
right: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -177,6 +395,12 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The world position of the top side of the tile. This does not factor in camera scroll,
|
||||
* layer scale or layer position.
|
||||
* @property {integer} top
|
||||
* @readonly
|
||||
*/
|
||||
top: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -184,6 +408,12 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The world position of the bottom side of the tile. This does not factor in camera scroll,
|
||||
* layer scale or layer position.
|
||||
* @property {integer} bottom
|
||||
* @readonly
|
||||
*/
|
||||
bottom: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -191,6 +421,12 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The x world position of the center of the tile. This does not factor in camera scroll, layer
|
||||
* scale or layer position.
|
||||
* @property {integer} centerX
|
||||
* @readonly
|
||||
*/
|
||||
centerX: {
|
||||
get: function ()
|
||||
{
|
||||
|
@ -198,6 +434,12 @@ var Tile = new Class({
|
|||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The y world position of the center of the tile. This does not factor in camera scroll, layer
|
||||
* scale or layer position.
|
||||
* @property {integer} centerY
|
||||
* @readonly
|
||||
*/
|
||||
centerY: {
|
||||
get: function ()
|
||||
{
|
||||
|
|
|
@ -38,16 +38,12 @@ var Tilemap = new Class({
|
|||
this.tiles = mapData.tiles;
|
||||
this.objects = mapData.objects;
|
||||
this.currentLayerIndex = 0;
|
||||
|
||||
// TODO: debugging methods
|
||||
},
|
||||
|
||||
addTilesetImage: function (tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid)
|
||||
{
|
||||
if (tilesetName === undefined) { return null; }
|
||||
if (key === undefined || key === null) { key = tilesetName; }
|
||||
if (tileWidth === undefined) { tileWidth = this.tileWidth; }
|
||||
if (tileHeight === undefined) { tileHeight = this.tileHeight; }
|
||||
|
||||
if (!this.scene.sys.textures.exists(key))
|
||||
{
|
||||
|
@ -57,8 +53,6 @@ var Tilemap = new Class({
|
|||
|
||||
var texture = this.scene.sys.textures.get(key);
|
||||
|
||||
// TODO: potentially add in v2 support for bitmap data
|
||||
|
||||
var index = this.getTilesetIndex(tilesetName);
|
||||
|
||||
if (index === null && this.format === Formats.TILEMAP_TILED_JSON)
|
||||
|
@ -75,6 +69,8 @@ var Tilemap = new Class({
|
|||
return this.tilesets[index];
|
||||
}
|
||||
|
||||
if (tileWidth === undefined) { tileWidth = this.tileWidth; }
|
||||
if (tileHeight === undefined) { tileHeight = this.tileHeight; }
|
||||
if (tileMargin === undefined) { tileMargin = 0; }
|
||||
if (tileSpacing === undefined) { tileSpacing = 0; }
|
||||
if (gid === undefined) { gid = 0; }
|
||||
|
@ -83,15 +79,13 @@ var Tilemap = new Class({
|
|||
tileset.setImage(texture);
|
||||
this.tilesets.push(tileset);
|
||||
return tileset;
|
||||
|
||||
// TODO: add in GID & master list of tiles
|
||||
},
|
||||
|
||||
// Creates & selects
|
||||
createBlankDynamicLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight)
|
||||
{
|
||||
if (tileWidth === undefined) { tileWidth = this.tileWidth; }
|
||||
if (tileHeight === undefined) { tileHeight = this.tileHeight; }
|
||||
if (tileWidth === undefined) { tileWidth = tileset.tileWidth; }
|
||||
if (tileHeight === undefined) { tileHeight = tileset.tileHeight; }
|
||||
if (width === undefined) { width = this.width; }
|
||||
if (height === undefined) { height = this.height; }
|
||||
if (x === undefined) { x = 0; }
|
||||
|
@ -127,8 +121,6 @@ var Tilemap = new Class({
|
|||
this.layers.push(layerData);
|
||||
this.currentLayerIndex = this.layers.length - 1;
|
||||
|
||||
// TODO: decide about v2 trimming to game width/height
|
||||
|
||||
var dynamicLayer = new DynamicTilemapLayer(this.scene, this, this.currentLayerIndex, tileset, x, y);
|
||||
this.scene.sys.displayList.add(dynamicLayer);
|
||||
|
||||
|
@ -142,13 +134,13 @@ var Tilemap = new Class({
|
|||
* property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created.
|
||||
*
|
||||
* @param {string} name - The name of the object layer (from Tiled) to create Sprites from.
|
||||
* @param {number} id - Either the id (object), gid (tile object) or name (object or tile
|
||||
* object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects with the
|
||||
* same graphic. The same name can be used on multiple objects.
|
||||
* @param {integer|string} id - Either the id (object), gid (tile object) or name (object or
|
||||
* tile object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects
|
||||
* with the same graphic. The same name can be used on multiple objects.
|
||||
* @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e.
|
||||
* scene.make.sprite).
|
||||
* @param {Scene} [scene=the scene the map is within] - The Scene to create the Sprites within.
|
||||
* @return {array} An array of the Sprites that were created.
|
||||
* @return {Sprite[]} An array of the Sprites that were created.
|
||||
*/
|
||||
createFromObjects: function (name, id, spriteConfig, scene)
|
||||
{
|
||||
|
@ -220,7 +212,7 @@ var Tilemap = new Class({
|
|||
return sprites;
|
||||
},
|
||||
|
||||
// Creates & selects
|
||||
// Creates & selects, uses layer offset if x,y undefined
|
||||
createStaticLayer: function (layerID, tileset, x, y)
|
||||
{
|
||||
var index = this.getLayerIndex(layerID);
|
||||
|
@ -231,24 +223,36 @@ var Tilemap = new Class({
|
|||
return null;
|
||||
}
|
||||
|
||||
var layerData = this.layers[index];
|
||||
|
||||
// Check for an associated static or dynamic tilemap layer
|
||||
if (this.layers[index].tilemapLayer)
|
||||
if (layerData.tilemapLayer)
|
||||
{
|
||||
console.warn('Cannot create static tilemap layer since a static or dynamic tilemap layer exists for layer ID:' + layerID);
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: new feature, allow multiple CSV layers
|
||||
// TODO: display dimension
|
||||
|
||||
this.currentLayerIndex = index;
|
||||
|
||||
// Make sure that all the LayerData & the tiles have the correct tile size. They usually
|
||||
// are, but wouldn't match if you try to load a 2x or 4x res tileset when the map was made
|
||||
// with a 1x res tileset.
|
||||
if (layerData.tileWidth !== tileset.tileWidth || layerData.tileHeight !== tileset.tileHeight)
|
||||
{
|
||||
this.setLayerTileSize(tileset.tileWidth, tileset.tileHeight, index);
|
||||
}
|
||||
|
||||
// Default the x/y position to match Tiled layer offset, if it exists.
|
||||
if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
|
||||
if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
|
||||
|
||||
var layer = new StaticTilemapLayer(this.scene, this, index, tileset, x, y);
|
||||
this.scene.sys.displayList.add(layer);
|
||||
|
||||
return layer;
|
||||
},
|
||||
|
||||
// Creates & selects
|
||||
// Creates & selects, uses layer offset if x,y undefined
|
||||
createDynamicLayer: function (layerID, tileset, x, y)
|
||||
{
|
||||
var index = this.getLayerIndex(layerID);
|
||||
|
@ -259,23 +263,56 @@ var Tilemap = new Class({
|
|||
return null;
|
||||
}
|
||||
|
||||
var layerData = this.layers[index];
|
||||
|
||||
// Check for an associated static or dynamic tilemap layer
|
||||
if (this.layers[index].tilemapLayer)
|
||||
if (layerData.tilemapLayer)
|
||||
{
|
||||
console.warn('Cannot create dynamic tilemap layer since a static or dynamic tilemap layer exists for layer ID:' + layerID);
|
||||
return null;
|
||||
}
|
||||
|
||||
// TODO: new feature, allow multiple CSV layers
|
||||
// TODO: display dimension
|
||||
|
||||
this.currentLayerIndex = index;
|
||||
|
||||
// Make sure that all the LayerData & the tiles have the correct tile size. They usually
|
||||
// are, but wouldn't match if you try to load a 2x or 4x res tileset when the map was made
|
||||
// with a 1x res tileset.
|
||||
if (layerData.tileWidth !== tileset.tileWidth || layerData.tileHeight !== tileset.tileHeight)
|
||||
{
|
||||
this.setLayerTileSize(tileset.tileWidth, tileset.tileHeight, index);
|
||||
}
|
||||
|
||||
// Default the x/y position to match Tiled layer offset, if it exists.
|
||||
if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
|
||||
if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
|
||||
|
||||
var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
|
||||
this.scene.sys.displayList.add(layer);
|
||||
|
||||
return layer;
|
||||
},
|
||||
|
||||
convertLayerToStatic: function (layer)
|
||||
{
|
||||
layer = this.getLayer(layer);
|
||||
if (layer === null) { return null; }
|
||||
|
||||
var dynamicLayer = layer.tilemapLayer;
|
||||
|
||||
if (!dynamicLayer || !(dynamicLayer instanceof DynamicTilemapLayer))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var staticLayer = new StaticTilemapLayer(dynamicLayer.scene, dynamicLayer.map,
|
||||
dynamicLayer.layerIndex, dynamicLayer.tileset, dynamicLayer.x, dynamicLayer.y);
|
||||
this.scene.sys.displayList.add(staticLayer);
|
||||
|
||||
dynamicLayer.destroy();
|
||||
|
||||
return staticLayer;
|
||||
},
|
||||
|
||||
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
|
||||
{
|
||||
layer = this.getLayer(layer);
|
||||
|
@ -472,13 +509,13 @@ var Tilemap = new Class({
|
|||
return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, layer);
|
||||
},
|
||||
|
||||
randomize: function (tileX, tileY, width, height, indices, layer)
|
||||
randomize: function (tileX, tileY, width, height, indexes, layer)
|
||||
{
|
||||
layer = this.getLayer(layer);
|
||||
if (this._isStaticCall(layer, 'randomize')) { return this; }
|
||||
if (layer !== null)
|
||||
{
|
||||
TilemapComponents.Randomize(tileX, tileY, width, height, indices, layer);
|
||||
TilemapComponents.Randomize(tileX, tileY, width, height, indexes, layer);
|
||||
}
|
||||
return this;
|
||||
},
|
||||
|
@ -514,6 +551,14 @@ var Tilemap = new Class({
|
|||
return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, layer);
|
||||
},
|
||||
|
||||
renderDebug: function (graphics, styleConfig, layer)
|
||||
{
|
||||
layer = this.getLayer(layer);
|
||||
if (layer === null) { return this; }
|
||||
TilemapComponents.RenderDebug(graphics, styleConfig, layer);
|
||||
return this;
|
||||
},
|
||||
|
||||
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height, layer)
|
||||
{
|
||||
layer = this.getLayer(layer);
|
||||
|
@ -575,30 +620,33 @@ var Tilemap = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
setTileSize: function (tileWidth, tileHeight)
|
||||
setBaseTileSize: function (tileWidth, tileHeight)
|
||||
{
|
||||
this.tileWidth = tileWidth;
|
||||
this.tileHeight = tileHeight;
|
||||
this.widthInPixels = this.width * tileWidth;
|
||||
this.heightInPixels = this.height * tileHeight;
|
||||
},
|
||||
|
||||
// Update all the layers & tiles
|
||||
for (var i = 0; i < this.layers.length; i++)
|
||||
// Sets the tile size for a given layer
|
||||
setLayerTileSize: function (tileWidth, tileHeight, layer)
|
||||
{
|
||||
layer = this.getLayer(layer);
|
||||
if (layer === null) { return this; }
|
||||
|
||||
layer.tileWidth = tileWidth;
|
||||
layer.tileHeight = tileHeight;
|
||||
|
||||
var mapData = layer.data;
|
||||
var mapWidth = layer.width;
|
||||
var mapHeight = layer.height;
|
||||
|
||||
for (var row = 0; row < mapHeight; ++row)
|
||||
{
|
||||
this.layers[i].tileWidth = tileWidth;
|
||||
this.layers[i].tileHeight = tileHeight;
|
||||
|
||||
var mapData = this.layers[i].data;
|
||||
var mapWidth = this.layers[i].width;
|
||||
var mapHeight = this.layers[i].height;
|
||||
|
||||
for (var row = 0; row < mapHeight; ++row)
|
||||
for (var col = 0; col < mapWidth; ++col)
|
||||
{
|
||||
for (var col = 0; col < mapWidth; ++col)
|
||||
{
|
||||
var tile = mapData[row][col];
|
||||
if (tile !== null) { tile.setSize(tileWidth, tileHeight); }
|
||||
}
|
||||
var tile = mapData[row][col];
|
||||
if (tile !== null) { tile.setSize(tileWidth, tileHeight); }
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -3,18 +3,33 @@ var ParseToTilemap = require('./ParseToTilemap');
|
|||
|
||||
// When registering a factory function 'this' refers to the GameObjectCreator context.
|
||||
|
||||
/**
|
||||
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
|
||||
* When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing
|
||||
* from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map
|
||||
* data. For an empty map, you should specify tileWidth, tileHeight, width & height.
|
||||
*
|
||||
* @param {object} [config] - The config options for the Tilemap.
|
||||
* @param {string} [config.key] - The key in the Phaser cache that corresponds to the loaded tilemap
|
||||
* data.
|
||||
* @param {integer[][]} [config.data] - Instead of loading from the cache, you can also load
|
||||
* directly from a 2D array of tile indexes.
|
||||
* @param {integer} [config.tileWidth=32] - The width of a tile in pixels.
|
||||
* @param {integer} [config.tileHeight=32] - The height of a tile in pixels.
|
||||
* @param {integer} [config.width=10] - The width of the map in tiles.
|
||||
* @param {integer} [config.height=10] - The height of the map in tiles.
|
||||
* @param {boolean} [config.insertNull=false] - Controls how empty tiles, tiles with an index of -1,
|
||||
* in the map data are handled. If `true`, empty locations will get a value of `null`. If `false`,
|
||||
* empty location will get a Tile object with an index of -1. If you've a large sparsely populated
|
||||
* map and the tile data doesn't need to change then setting this value to `true` will help with
|
||||
* memory consumption. However if your map is small or you need to update the tiles dynamically,
|
||||
* then leave the default value set.
|
||||
* @returns {Tilemap}
|
||||
*/
|
||||
GameObjectCreator.register('tilemap', function (config)
|
||||
{
|
||||
// config {
|
||||
// key: undefined, (string|number),
|
||||
// tileWidth: 32,
|
||||
// tileHeight: 32,
|
||||
// width: 10,
|
||||
// height: 10,
|
||||
// data: null (2D array of tile indices),
|
||||
// insertNull: false
|
||||
// }
|
||||
|
||||
// Defaults are applied in ParseToTilemap
|
||||
var c = config !== undefined ? config : {};
|
||||
return ParseToTilemap(this.scene, c.key, c.tileWidth, c.tileHeight, c.width, c.height, c.data, c.insertNull);
|
||||
return ParseToTilemap(this.scene, c.key, c.tileWidth, c.tileHeight, c.width, c.height, c.data,
|
||||
c.insertNull);
|
||||
});
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
var GameObjectFactory = require('../../scene/plugins/GameObjectFactory');
|
||||
var ParseToTilemap = require('./ParseToTilemap');
|
||||
|
||||
|
||||
// When registering a factory function 'this' refers to the GameObjectFactory context.
|
||||
//
|
||||
// There are several properties available to use:
|
||||
|
@ -10,17 +9,41 @@ var ParseToTilemap = require('./ParseToTilemap');
|
|||
// this.displayList - a reference to the Display List the Scene owns
|
||||
// this.updateList - a reference to the Update List the Scene owns
|
||||
|
||||
/**
|
||||
* Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided.
|
||||
* When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing
|
||||
* from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map
|
||||
* data. For an empty map, you should specify tileWidth, tileHeight, width & height.
|
||||
*
|
||||
* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
|
||||
* @param {integer} [tileWidth=32] - The width of a tile in pixels. Pass in `null` to leave as the
|
||||
* default.
|
||||
* @param {integer} [tileHeight=32] - The height of a tile in pixels. Pass in `null` to leave as the
|
||||
* default.
|
||||
* @param {integer} [width=10] - The width of the map in tiles. Pass in `null` to leave as the
|
||||
* default.
|
||||
* @param {integer} [height=10] - The height of the map in tiles. Pass in `null` to leave as the
|
||||
* default.
|
||||
* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
|
||||
* a 2D array of tile indexes. Pass in `null` for no data.
|
||||
* @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the
|
||||
* map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
|
||||
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
|
||||
* the tile data doesn't need to change then setting this value to `true` will help with memory
|
||||
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
|
||||
* the default value set.
|
||||
* @returns {Tilemap}
|
||||
*/
|
||||
GameObjectFactory.register('tilemap', function (key, tileWidth, tileHeight, width, height, data, insertNull)
|
||||
{
|
||||
// Allow users to specify null as default parameter, but convert it to undefined to match what
|
||||
// the creator function passed to the parser.
|
||||
// Allow users to specify null to indicate that they want the default value, since null is
|
||||
// shorter & more legible than undefined. Convert null to undefined to allow ParseToTilemap
|
||||
// defaults to take effect.
|
||||
if (key === null) { key = undefined; }
|
||||
if (tileWidth === null) { tileWidth = undefined; }
|
||||
if (tileHeight === null) { tileHeight = undefined; }
|
||||
if (width === null) { width = undefined; }
|
||||
if (height === null) { height = undefined; }
|
||||
if (data === null) { data = undefined; }
|
||||
if (insertNull === null) { insertNull = undefined; }
|
||||
|
||||
return ParseToTilemap(this.scene, key, tileWidth, tileHeight, width, height, data, insertNull);
|
||||
});
|
||||
|
|
|
@ -4,48 +4,155 @@ var Tileset = new Class({
|
|||
|
||||
initialize:
|
||||
|
||||
function Tileset (name, firstgid, tileWidth, tileHeight, tileMargin, tileSpacing, properties, tileData)
|
||||
/**
|
||||
* A Tileset is a combination of an image containing the tiles and a container for data about
|
||||
* each tile.
|
||||
*
|
||||
* @class Tileset
|
||||
* @constructor
|
||||
*
|
||||
* @param {string} name - The name of the tileset in the map data.
|
||||
* @param {integer} firstgid - The first tile index this tileset contains.
|
||||
* @param {integer} [tileWidth=32] - Width of each tile (in pixels).
|
||||
* @param {integer} [tileHeight=32] - Height of each tile (in pixels).
|
||||
* @param {integer} [tileMargin=0] - The margin around all tiles in the sheet (in pixels).
|
||||
* @param {integer} [tileSpacing=0] - The spacing between each tile in the sheet (in pixels).
|
||||
* @param {object} [tileProperties={}] - Custom properties defined per tile in the Tileset.
|
||||
* These typically are custom properties created in Tiled when editing a tileset.
|
||||
* @param {object} [tileData={}] - Data stored per tile. These typically are created in Tiled
|
||||
* when editing a tileset, e.g. from Tiled's tile collision editor or terrain editor.
|
||||
*/
|
||||
function Tileset (name, firstgid, tileWidth, tileHeight, tileMargin, tileSpacing, tileProperties, tileData)
|
||||
{
|
||||
if (tileWidth === undefined || tileWidth <= 0) { tileWidth = 32; }
|
||||
if (tileHeight === undefined || tileHeight <= 0) { tileHeight = 32; }
|
||||
if (tileMargin === undefined) { tileMargin = 0; }
|
||||
if (tileSpacing === undefined) { tileSpacing = 0; }
|
||||
if (properties === undefined) { properties = {}; }
|
||||
if (tileProperties === undefined) { tileProperties = {}; }
|
||||
if (tileData === undefined) { tileData = {}; }
|
||||
|
||||
/**
|
||||
* The name of the Tileset.
|
||||
* @property {string} name
|
||||
*/
|
||||
this.name = name;
|
||||
|
||||
/**
|
||||
* The starting index of the first tile index this Tileset contains.
|
||||
* @property {integer} firstgid
|
||||
*/
|
||||
this.firstgid = firstgid;
|
||||
|
||||
/**
|
||||
* The width of each tile (in pixels). Use setTileSize to change.
|
||||
* @property {integer} tileWidth
|
||||
* @readonly
|
||||
*/
|
||||
this.tileWidth = tileWidth;
|
||||
|
||||
/**
|
||||
* The height of each tile (in pixels). Use setTileSize to change.
|
||||
* @property {integer} tileHeight
|
||||
* @readonly
|
||||
*/
|
||||
this.tileHeight = tileHeight;
|
||||
|
||||
/**
|
||||
* The margin around the tiles in the sheet (in pixels). Use `setSpacing` to change.
|
||||
* @property {integer} tileMargin
|
||||
* @readonly
|
||||
*/
|
||||
this.tileMargin = tileMargin;
|
||||
|
||||
/**
|
||||
* The spacing between each the tile in the sheet (in pixels). Use `setSpacing` to change.
|
||||
* @property {integer} tileSpacing
|
||||
* @readonly
|
||||
*/
|
||||
this.tileSpacing = tileSpacing;
|
||||
this.properties = properties;
|
||||
|
||||
/**
|
||||
* Tileset-specific properties per tile that are typically defined in the Tiled editor.
|
||||
* @property {object} tileProperties
|
||||
*/
|
||||
this.tileProperties = tileProperties;
|
||||
|
||||
/**
|
||||
* Tileset-specific data per tile that are typically defined in the Tiled editor. This is
|
||||
* where collision objects and terrain are stored.
|
||||
* @property {object} tileData
|
||||
*/
|
||||
this.tileData = tileData;
|
||||
|
||||
/**
|
||||
* The cached image that contains the individual tiles. Use setImage to set.
|
||||
* @property {Texture|null} image
|
||||
* @readonly
|
||||
*/
|
||||
this.image = null;
|
||||
|
||||
/**
|
||||
* The number of tile rows in the the tileset.
|
||||
* @property {integer} rows
|
||||
* @readonly
|
||||
*/
|
||||
this.rows = 0;
|
||||
|
||||
/**
|
||||
* The number of tile columns in the tileset.
|
||||
* @property {integer} columns
|
||||
* @readonly
|
||||
*/
|
||||
this.columns = 0;
|
||||
|
||||
/**
|
||||
* The total number of tiles in the tileset.
|
||||
* @property {integer} total
|
||||
* @readonly
|
||||
*/
|
||||
this.total = 0;
|
||||
|
||||
/**
|
||||
* The look-up table to specific tile image texture coordinates (UV in pixels). Each element
|
||||
* contains the coordinates for a tile in an object of the form {x, y}.
|
||||
* @property {object[]} texCoordinates
|
||||
* @readonly
|
||||
*/
|
||||
this.texCoordinates = [];
|
||||
},
|
||||
|
||||
/**
|
||||
* Get a tile's properties that are stored in the Tileset. Returns null if tile index is not
|
||||
* contained in this Tileset.
|
||||
*
|
||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||
* @returns {object|undefined|null}
|
||||
*/
|
||||
getTileProperty: function (tileIndex)
|
||||
{
|
||||
if (!this.containsTileIndex(tileIndex)) { return null; }
|
||||
return this.properties[tileIndex - this.firstgid];
|
||||
return this.tileProperties[tileIndex - this.firstgid];
|
||||
},
|
||||
|
||||
/**
|
||||
* Get a tile's data that is stored in the Tileset. Returns null if tile index is not
|
||||
* contained in this Tileset.
|
||||
*
|
||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||
* @returns {object|undefined|null}
|
||||
*/
|
||||
getTileData: function (tileIndex)
|
||||
{
|
||||
if (!this.containsTileIndex(tileIndex)) { return null; }
|
||||
return this.tileData[tileIndex - this.firstgid];
|
||||
},
|
||||
|
||||
setImage: function (texture)
|
||||
{
|
||||
this.image = texture;
|
||||
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns true if and only if this Tileset contains the given tile index.
|
||||
*
|
||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||
* @returns {boolean}
|
||||
*/
|
||||
containsTileIndex: function (tileIndex)
|
||||
{
|
||||
return (
|
||||
|
@ -54,12 +161,40 @@ var Tileset = new Class({
|
|||
);
|
||||
},
|
||||
|
||||
/**
|
||||
* Returns the texture coordinates (UV in pixels) in the Tileset image for the given tile index.
|
||||
* Returns null if tile index is not contained in this Tileset.
|
||||
*
|
||||
* @param {integer} tileIndex - The unique id of the tile across all tilesets in the map.
|
||||
* @returns {object|null} Object in the form { x, y } representing the top-left UV coordinate
|
||||
* within the Tileset image.
|
||||
*/
|
||||
getTileTextureCoordinates: function (tileIndex)
|
||||
{
|
||||
if (!this.containsTileIndex(tileIndex)) { return null; }
|
||||
return this.texCoordinates[tileIndex - this.firstgid];
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the image associated with this Tileset and updates the tile data (rows, columns, etc.).
|
||||
*
|
||||
* @param {Texture} texture - The image that contains the tiles.
|
||||
* @returns {this}
|
||||
*/
|
||||
setImage: function (texture)
|
||||
{
|
||||
this.image = texture;
|
||||
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the tile width & height and updates the tile data (rows, columns, etc.).
|
||||
*
|
||||
* @param {integer} [tileWidth] - The width of a tile in pixels.
|
||||
* @param {integer} [tileHeight] - The height of a tile in pixels.
|
||||
* @returns {this}
|
||||
*/
|
||||
setTileSize: function (tileWidth, tileHeight)
|
||||
{
|
||||
if (tileWidth !== undefined) { this.tileWidth = tileWidth; }
|
||||
|
@ -69,8 +204,17 @@ var Tileset = new Class({
|
|||
{
|
||||
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Sets the tile margin & spacing and updates the tile data (rows, columns, etc.).
|
||||
*
|
||||
* @param {integer} [margin] - The margin around the tiles in the sheet (in pixels).
|
||||
* @param {integer} [spacing] - The spacing between the tiles in the sheet (in pixels).
|
||||
* @returns {this}
|
||||
*/
|
||||
setSpacing: function (margin, spacing)
|
||||
{
|
||||
if (margin !== undefined) { this.tileMargin = margin; }
|
||||
|
@ -80,8 +224,17 @@ var Tileset = new Class({
|
|||
{
|
||||
this.updateTileData(this.image.source[0].width, this.image.source[0].height);
|
||||
}
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Updates tile texture coordinates and tileset data.
|
||||
*
|
||||
* @param {integer} imageWidth - The (expected) width of the image to slice.
|
||||
* @param {integer} imageHeight - The (expected) height of the image to slice.
|
||||
* @returns {this}
|
||||
*/
|
||||
updateTileData: function (imageWidth, imageHeight)
|
||||
{
|
||||
var rowCount = (imageHeight - this.tileMargin * 2 + this.tileSpacing) / (this.tileHeight + this.tileSpacing);
|
||||
|
@ -92,8 +245,8 @@ var Tileset = new Class({
|
|||
console.warn('Tileset ' + this.name + ' image tile area is not an even multiple of tile size');
|
||||
}
|
||||
|
||||
// In Tiled a tileset image that is not an even multiple of the tile dimensions
|
||||
// is truncated - hence the floor when calculating the rows/columns.
|
||||
// In Tiled a tileset image that is not an even multiple of the tile dimensions is truncated
|
||||
// - hence the floor when calculating the rows/columns.
|
||||
rowCount = Math.floor(rowCount);
|
||||
colCount = Math.floor(colCount);
|
||||
|
||||
|
@ -119,6 +272,8 @@ var Tileset = new Class({
|
|||
tx = this.tileMargin;
|
||||
ty += this.tileHeight + this.tileSpacing;
|
||||
}
|
||||
|
||||
return this;
|
||||
}
|
||||
});
|
||||
|
||||
|
|
|
@ -6,10 +6,10 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
* layer. Interesting faces are used internally for optimizing collisions against tiles. This method
|
||||
* is mostly used internally.
|
||||
*
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var CalculateFacesWithin = function (tileX, tileY, width, height, layer)
|
||||
|
|
|
@ -6,13 +6,13 @@ var CalculateFacesWithin = require('./CalculateFacesWithin');
|
|||
* coordinates) within the layer. This copies all tile properties & recalculates collision
|
||||
* information in the destination region.
|
||||
*
|
||||
* @param {number} srcTileX - [description]
|
||||
* @param {number} srcTileY - [description]
|
||||
* @param {number} width - [description]
|
||||
* @param {number} height - [description]
|
||||
* @param {number} destTileX - [description]
|
||||
* @param {number} destTileY - [description]
|
||||
* @param {number} destTileY - [description]
|
||||
* @param {integer} srcTileX - [description]
|
||||
* @param {integer} srcTileY - [description]
|
||||
* @param {integer} width - [description]
|
||||
* @param {integer} height - [description]
|
||||
* @param {integer} destTileX - [description]
|
||||
* @param {integer} destTileY - [description]
|
||||
* @param {integer} destTileY - [description]
|
||||
* @param {boolean} [recalculateFaces=true] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
|
|
|
@ -9,8 +9,8 @@ var ReplaceByIndex = require('./ReplaceByIndex');
|
|||
* created. This is useful if you want to lay down special tiles in a level that are converted to
|
||||
* Sprites, but want to replace the tile itself with a floor tile or similar once converted.
|
||||
*
|
||||
* @param {number|array} indexes - The tile index, or array of indexes, to create Sprites from.
|
||||
* @param {number|array} replacements - The tile index, or array of indexes, to change a converted
|
||||
* @param {integer|array} indexes - The tile index, or array of indexes, to create Sprites from.
|
||||
* @param {integer|array} replacements - The tile index, or array of indexes, to change a converted
|
||||
* tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a
|
||||
* one-to-one mapping with the indexes array.
|
||||
* @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e.
|
||||
|
@ -18,7 +18,7 @@ var ReplaceByIndex = require('./ReplaceByIndex');
|
|||
* @param {Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
|
||||
* @param {Camera} [camera=main camera] - The Camera to use when determining the world XY
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {array} An array of the Sprites that were created.
|
||||
* @return {Sprite[]} An array of the Sprites that were created.
|
||||
*/
|
||||
var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, camera, layer)
|
||||
{
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
* @param {LayerData} layer - [description]
|
||||
* @param {Camera} [camera=main camera] - [description]
|
||||
* @param {array} [outputArray] - [description]
|
||||
* @returns {array}
|
||||
* @returns {Tile[]}
|
||||
*/
|
||||
var CullTiles = function (layer, camera, outputArray)
|
||||
{
|
||||
|
|
|
@ -6,11 +6,11 @@ var CalculateFacesWithin = require('./CalculateFacesWithin');
|
|||
* specified index. Tiles will be set to collide if the given index is a colliding index.
|
||||
* Collision information in the region will be recalculated.
|
||||
*
|
||||
* @param {number} index - [description]
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} index - [description]
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {boolean} [recalculateFaces=true] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
|
|
|
@ -5,14 +5,14 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
* filter callback function. Any tiles that pass the filter test (i.e. where the callback returns
|
||||
* true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
|
||||
*
|
||||
* @param {number} callback - The callback. Each tile in the given area will be passed to this
|
||||
* @param {function} callback - The callback. Each tile in the given area will be passed to this
|
||||
* callback as the first and only parameter. The callback should return true for tiles that pass the
|
||||
* filter.
|
||||
* @param {number} [context] - The context under which the callback should be run.
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {object} [context] - The context under which the callback should be run.
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
|
||||
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
|
||||
* -1 for an index.
|
||||
|
@ -21,7 +21,7 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
|
||||
* have at least one interesting face.
|
||||
* @param {LayerData} layer - [description]
|
||||
* @returns {array} The filtered array of Tiles.
|
||||
* @returns {Tile[]} The filtered array of Tiles.
|
||||
*/
|
||||
var FilterTiles = function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
|
||||
{
|
||||
|
|
|
@ -5,9 +5,9 @@
|
|||
* If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to
|
||||
* the top-left.
|
||||
*
|
||||
* @param {number} index - The tile index value to search for.
|
||||
* @param {number} [skip=0] - The number of times to skip a matching tile before returning.
|
||||
* @param {number} [reverse=false] - If true it will scan the layer in reverse, starting at the
|
||||
* @param {integer} index - The tile index value to search for.
|
||||
* @param {integer} [skip=0] - The number of times to skip a matching tile before returning.
|
||||
* @param {boolean} [reverse=false] - If true it will scan the layer in reverse, starting at the
|
||||
* bottom-right. Otherwise it scans from the top-left.
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {Tile|null} The first (or n skipped) tile with the matching index.
|
||||
|
|
|
@ -2,20 +2,20 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
|
||||
/**
|
||||
* For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
|
||||
* callback.
|
||||
* callback. Similar to Array.prototype.forEach in vanilla JS.
|
||||
*
|
||||
* @param {number} callback - The callback. Each tile in the given area will be passed to this
|
||||
* @param {function} callback - The callback. Each tile in the given area will be passed to this
|
||||
* callback as the first and only parameter.
|
||||
* @param {number} context - The context under which the callback should be run.
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {object} [context] - The context under which the callback should be run.
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
|
||||
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
|
||||
* -1 for an index.
|
||||
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on
|
||||
* at least one side.
|
||||
* @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide
|
||||
* on at least one side.
|
||||
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
|
||||
* have at least one interesting face.
|
||||
* @param {LayerData} layer - [description]
|
||||
|
|
|
@ -3,8 +3,8 @@ var IsInLayerBounds = require('./IsInLayerBounds');
|
|||
/**
|
||||
* Gets a tile at the given tile coordinates from the given layer.
|
||||
*
|
||||
* @param {number} tileX - X position to get the tile from (given in tile units, not pixels)
|
||||
* @param {number} tileY - Y position to get the tile from (given in tile units, not pixels)
|
||||
* @param {integer} tileX - X position to get the tile from (given in tile units, not pixels).
|
||||
* @param {integer} tileY - Y position to get the tile from (given in tile units, not pixels).
|
||||
* @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile
|
||||
* object with an index of -1.
|
||||
* @param {LayerData} layer - [description]
|
||||
|
|
|
@ -1,14 +1,12 @@
|
|||
|
||||
|
||||
var GetFastValue = require('../../../utils/object/GetFastValue');
|
||||
|
||||
/**
|
||||
* Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
|
||||
*
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {object} [filteringOptions] - Optional filters to apply when getting the tiles.
|
||||
* @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have
|
||||
* -1 for an index.
|
||||
|
@ -17,7 +15,7 @@ var GetFastValue = require('../../../utils/object/GetFastValue');
|
|||
* @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that
|
||||
* have at least one interesting face.
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {array} Array of Tile objects.
|
||||
* @return {Tile[]} Array of Tile objects.
|
||||
*/
|
||||
var GetTilesWithin = function (tileX, tileY, width, height, filteringOptions, layer)
|
||||
{
|
||||
|
|
|
@ -30,7 +30,7 @@ var TriangleToRectangle = function (triangle, rect)
|
|||
* have at least one interesting face.
|
||||
* @param {Camera} [camera=main camera] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {array} Array of Tile objects.
|
||||
* @return {Tile[]} Array of Tile objects.
|
||||
*/
|
||||
var GetTilesWithinShape = function (shape, filteringOptions, camera, layer)
|
||||
{
|
||||
|
|
|
@ -18,7 +18,7 @@ var WorldToTileY = require('./WorldToTileY');
|
|||
* have at least one interesting face.
|
||||
* @param {Camera} [camera=main camera] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {array} Array of Tile objects.
|
||||
* @return {Tile[]} Array of Tile objects.
|
||||
*/
|
||||
var GetTilesWithinWorldXY = function (worldX, worldY, width, height, filteringOptions, camera, layer)
|
||||
{
|
||||
|
|
|
@ -4,8 +4,8 @@ var IsInLayerBounds = require('./IsInLayerBounds');
|
|||
* Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns
|
||||
* false if there is no tile or if the tile at that location has an index of -1.
|
||||
*
|
||||
* @param {number} tileX - [description]
|
||||
* @param {number} tileY - [description]
|
||||
* @param {integer} tileX - [description]
|
||||
* @param {integer} tileY - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {boolean}
|
||||
*/
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
/**
|
||||
* Checks if the given tile coordinates are within the bounds of the layer.
|
||||
*
|
||||
* @param {number} tileX - [description]
|
||||
* @param {number} tileY - [description]
|
||||
* @param {integer} tileX - [description]
|
||||
* @param {integer} tileY - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {boolean}
|
||||
*/
|
||||
|
|
|
@ -8,9 +8,9 @@ var RecalculateFacesAt = require('./RecalculateFacesAt');
|
|||
* location. If you pass in an index, only the index at the specified location will be changed.
|
||||
* Collision information will be recalculated at the specified location.
|
||||
*
|
||||
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {number} tileX - [description]
|
||||
* @param {number} tileY - [description]
|
||||
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {integer} tileX - [description]
|
||||
* @param {integer} tileY - [description]
|
||||
* @param {boolean} [recalculateFaces=true] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @return {Tile} The Tile object that was created or added to this map.
|
||||
|
|
|
@ -8,9 +8,9 @@ var WorldToTileY = require('./WorldToTileY');
|
|||
* specified location. If you pass in an index, only the index at the specified location will be
|
||||
* changed. Collision information will be recalculated at the specified location.
|
||||
*
|
||||
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {number} worldX - [description]
|
||||
* @param {number} worldY - [description]
|
||||
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {integer} worldX - [description]
|
||||
* @param {integer} worldY - [description]
|
||||
* @param {boolean} [recalculateFaces=true] - [description]
|
||||
* @param {Camera} [camera=main camera] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
|
|
|
@ -2,40 +2,40 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
var GetRandomElement = require('../../../utils/array/GetRandomElement');
|
||||
|
||||
/**
|
||||
* Randomizes the indices of a rectangular region of tiles (in tile coordinates) within the
|
||||
* specified layer. Each tile will recieve a new index. If an array of indices is passed in, then
|
||||
* those will be used for randomly assigning new tile indices. If an array is not provided, the
|
||||
* indices found within the region (excluding -1) will be used for randomly assigning new tile
|
||||
* indices. This method only modifies tile indexes and does not change collision information.
|
||||
* Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the
|
||||
* specified layer. Each tile will recieve a new index. If an array of indexes is passed in, then
|
||||
* those will be used for randomly assigning new tile indexes. If an array is not provided, the
|
||||
* indexes found within the region (excluding -1) will be used for randomly assigning new tile
|
||||
* indexes. This method only modifies tile indexes and does not change collision information.
|
||||
*
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {array} [indices] - An array of indices to randomly draw from during randomization.
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {integer[]} [indexes] - An array of indexes to randomly draw from during randomization.
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var Randomize = function (tileX, tileY, width, height, indices, layer)
|
||||
var Randomize = function (tileX, tileY, width, height, indexes, layer)
|
||||
{
|
||||
var i;
|
||||
var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
|
||||
|
||||
// If no indicies are given, then find all the unique indices within the specified region
|
||||
if (indices === undefined)
|
||||
// If no indicies are given, then find all the unique indexes within the specified region
|
||||
if (indexes === undefined)
|
||||
{
|
||||
indices = [];
|
||||
indexes = [];
|
||||
for (i = 0; i < tiles.length; i++)
|
||||
{
|
||||
if (indices.indexOf(tiles[i].index) === -1)
|
||||
if (indexes.indexOf(tiles[i].index) === -1)
|
||||
{
|
||||
indices.push(tiles[i].index);
|
||||
indexes.push(tiles[i].index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < tiles.length; i++)
|
||||
{
|
||||
tiles[i].index = GetRandomElement(indices);
|
||||
tiles[i].index = GetRandomElement(indexes);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -5,8 +5,8 @@ var GetTileAt = require('./GetTileAt');
|
|||
* faces are used internally for optimizing collisions against tiles. This method is mostly used
|
||||
* internally to optimize recalculating faces when only one tile has been changed.
|
||||
*
|
||||
* @param {number} tileX - [description]
|
||||
* @param {number} tileY - [description]
|
||||
* @param {integer} tileX - [description]
|
||||
* @param {integer} tileY - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var RecalculateFacesAt = function (tileX, tileY, layer)
|
||||
|
|
|
@ -6,9 +6,9 @@ var RecalculateFacesAt = require('./RecalculateFacesAt');
|
|||
* Removes the tile at the given tile coordinates in the specified layer and updates the layer's
|
||||
* collision information.
|
||||
*
|
||||
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {number} tileX - [description]
|
||||
* @param {number} tileY - [description]
|
||||
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {integer} tileX - [description]
|
||||
* @param {integer} tileY - [description]
|
||||
* @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified
|
||||
* location with null instead of a Tile with an index of -1.
|
||||
* @param {boolean} [recalculateFaces=true] - [description]
|
||||
|
|
|
@ -6,7 +6,7 @@ var WorldToTileY = require('./WorldToTileY');
|
|||
* Removes the tile at the given world coordinates in the specified layer and updates the layer's
|
||||
* collision information.
|
||||
*
|
||||
* @param {number|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {integer|Tile} tile - The index of this tile to set or a Tile object.
|
||||
* @param {number} worldX - [description]
|
||||
* @param {number} worldY - [description]
|
||||
* @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified
|
||||
|
|
70
v3/src/gameobjects/tilemap/components/RenderDebug.js
Normal file
70
v3/src/gameobjects/tilemap/components/RenderDebug.js
Normal file
|
@ -0,0 +1,70 @@
|
|||
var GetTilesWithin = require('./GetTilesWithin');
|
||||
var Color = require('../../../display/color');
|
||||
|
||||
/**
|
||||
* Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
|
||||
* get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
|
||||
* are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
|
||||
* wherever you want on the screen.
|
||||
*
|
||||
* @param {Graphics} graphics - The target Graphics object to draw upon.
|
||||
* @param {object} styleConfig - An object specifying the colors to use for the debug drawing.
|
||||
* @param {Color|null} [styleConfig.tileColor=blue] - Color to use for drawing a filled rectangle at
|
||||
* non-colliding tile locations. If set to null, non-colliding tiles will not be drawn.
|
||||
* @param {Color|null} [styleConfig.collidingTileColor=orange] - Color to use for drawing a filled
|
||||
* rectangle at colliding tile locations. If set to null, colliding tiles will not be drawn.
|
||||
* @param {Color|null} [styleConfig.faceColor=grey] - Color to use for drawing a line at interesting
|
||||
* tile faces. If set to null, interesting tile faces will not be drawn.
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var RenderDebug = function (graphics, styleConfig, layer)
|
||||
{
|
||||
if (styleConfig === undefined) { styleConfig = {}; }
|
||||
|
||||
// Default colors without needlessly creating Color objects
|
||||
var tileColor = styleConfig.tileColor !== undefined
|
||||
? styleConfig.tileColor
|
||||
: new Color(105, 210, 231, 150);
|
||||
var collidingTileColor = styleConfig.collidingTileColor !== undefined
|
||||
? styleConfig.collidingTileColor
|
||||
: new Color(243, 134, 48, 200);
|
||||
var faceColor = styleConfig.faceColor !== undefined
|
||||
? styleConfig.faceColor
|
||||
: new Color(40, 39, 37, 150);
|
||||
|
||||
var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer);
|
||||
|
||||
for (var i = 0; i < tiles.length; i++)
|
||||
{
|
||||
var tile = tiles[i];
|
||||
|
||||
var tw = tile.width;
|
||||
var th = tile.height;
|
||||
var x = tile.worldX;
|
||||
var y = tile.worldY;
|
||||
|
||||
var color = tile.collides ? collidingTileColor : tileColor;
|
||||
if (color !== null)
|
||||
{
|
||||
graphics.fillStyle(color.color, color.alpha / 255);
|
||||
graphics.fillRect(x, y, tw, th);
|
||||
}
|
||||
|
||||
// Inset the face line to prevent neighboring tile's lines from overlapping
|
||||
x += 1;
|
||||
y += 1;
|
||||
tw -= 2;
|
||||
th -= 2;
|
||||
|
||||
if (faceColor !== null)
|
||||
{
|
||||
graphics.lineStyle(1, faceColor.color, faceColor.alpha / 255);
|
||||
if (tile.faceTop) { graphics.lineBetween(x, y, x + tw, y); }
|
||||
if (tile.faceRight) { graphics.lineBetween(x + tw, y, x + tw, y + th); }
|
||||
if (tile.faceBottom) { graphics.lineBetween(x, y + th, x + tw, y + th); }
|
||||
if (tile.faceLeft) { graphics.lineBetween(x, y, x, y + th); }
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
module.exports = RenderDebug;
|
|
@ -5,12 +5,12 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
* `findIndex` and updates their index to match `newIndex`. This only modifies the index and does
|
||||
* not change collision information.
|
||||
*
|
||||
* @param {number} findIndex - [description]
|
||||
* @param {number} newIndex - [description]
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} findIndex - [description]
|
||||
* @param {integer} newIndex - [description]
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var ReplaceByIndex = function (findIndex, newIndex, tileX, tileY, width, height, layer)
|
||||
|
|
|
@ -7,7 +7,7 @@ var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
|
|||
* single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
|
||||
* collision will be enabled (true) or disabled (false).
|
||||
*
|
||||
* @param {number|array} indexes - Either a single tile index, or an array of tile indexes.
|
||||
* @param {integer|array} indexes - Either a single tile index, or an array of tile indexes.
|
||||
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
|
||||
* collision.
|
||||
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
|
||||
|
|
|
@ -8,8 +8,8 @@ var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
|
|||
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
|
||||
* enabled (true) or disabled (false).
|
||||
*
|
||||
* @param {number} start - The first index of the tile to be set for collision.
|
||||
* @param {number} stop - The last index of the tile to be set for collision.
|
||||
* @param {integer} start - The first index of the tile to be set for collision.
|
||||
* @param {integer} stop - The last index of the tile to be set for collision.
|
||||
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
|
||||
* collision.
|
||||
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
|
||||
|
|
|
@ -7,7 +7,7 @@ var SetLayerCollisionIndex = require('./SetLayerCollisionIndex');
|
|||
* the given array. The `collides` parameter controls if collision will be enabled (true) or
|
||||
* disabled (false).
|
||||
*
|
||||
* @param {array} indexes - An array of the tile indexes to not be counted for collision.
|
||||
* @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
|
||||
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
|
||||
* collision.
|
||||
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* Internally used method to keep track of the tile indexes that collide within a layer. This
|
||||
* updates LayerData.collideIndexes to either contain or not contain the given `tileIndex`.
|
||||
*
|
||||
* @param {number} tileIndex - [description]
|
||||
* @param {integer} tileIndex - [description]
|
||||
* @param {boolean} [collides=true] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
* will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile
|
||||
* at a specific location on the map then see setTileLocationCallback.
|
||||
*
|
||||
* @param {number|array} indexes - Either a single tile index, or an array of tile indexes to have a
|
||||
* @param {integer|array} indexes - Either a single tile index, or an array of tile indexes to have a
|
||||
* collision callback set for.
|
||||
* @param {function} callback - The callback that will be invoked when the tile is collided with.
|
||||
* @param {object} callbackContext - The context under which the callback is called.
|
||||
|
|
|
@ -5,10 +5,10 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
* If a callback is already set for the tile index it will be replaced. Set the callback to null to
|
||||
* remove it.
|
||||
*
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {function} callback - The callback that will be invoked when the tile is collided with.
|
||||
* @param {object} callbackContext - The context under which the callback is called.
|
||||
* @param {LayerData} layer - [description]
|
||||
|
|
|
@ -7,22 +7,22 @@ var ShuffleArray = require('../../../utils/array/Shuffle');
|
|||
* appear to have changed! This method only modifies tile indexes and does not change collision
|
||||
* information.
|
||||
*
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var Shuffle = function (tileX, tileY, width, height, layer)
|
||||
{
|
||||
var tiles = GetTilesWithin(tileX, tileY, width, height, null, layer);
|
||||
|
||||
var indices = tiles.map(function (tile) { return tile.index; });
|
||||
ShuffleArray(indices);
|
||||
var indexes = tiles.map(function (tile) { return tile.index; });
|
||||
ShuffleArray(indexes);
|
||||
|
||||
for (var i = 0; i < tiles.length; i++)
|
||||
{
|
||||
tiles[i].index = indices[i];
|
||||
tiles[i].index = indexes[i];
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -5,12 +5,12 @@ var GetTilesWithin = require('./GetTilesWithin');
|
|||
* `indexA` and swaps then with `indexB`. This only modifies the index and does not change collision
|
||||
* information.
|
||||
*
|
||||
* @param {number} tileA - First tile index.
|
||||
* @param {number} tileB - Second tile index.
|
||||
* @param {number} [tileX=0] - [description]
|
||||
* @param {number} [tileY=0] - [description]
|
||||
* @param {number} [width=max width based on tileX] - [description]
|
||||
* @param {number} [height=max height based on tileY] - [description]
|
||||
* @param {integer} tileA - First tile index.
|
||||
* @param {integer} tileB - Second tile index.
|
||||
* @param {integer} [tileX=0] - [description]
|
||||
* @param {integer} [tileY=0] - [description]
|
||||
* @param {integer} [width=max width based on tileX] - [description]
|
||||
* @param {integer} [height=max height based on tileY] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
*/
|
||||
var SwapByIndex = function (indexA, indexB, tileX, tileY, width, height, layer)
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* Internally used method to convert from tile X coordinates to world X coordinates, factoring in
|
||||
* layer position, scale and scroll.
|
||||
*
|
||||
* @param {number} tileX - [description]
|
||||
* @param {integer} tileX - [description]
|
||||
* @param {Camera} [camera=main camera] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @returns {number}
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
* Internally used method to convert from tile Y coordinates to world Y coordinates, factoring in
|
||||
* layer position, scale and scroll.
|
||||
*
|
||||
* @param {number} tileY - [description]
|
||||
* @param {integer} tileY - [description]
|
||||
* @param {Camera} [camera=main camera] - [description]
|
||||
* @param {LayerData} layer - [description]
|
||||
* @returns {number}
|
||||
|
|
|
@ -22,6 +22,7 @@ module.exports = {
|
|||
RemoveTileAt: require('./RemoveTileAt'),
|
||||
RemoveTileAtWorldXY: require('./RemoveTileAtWorldXY'),
|
||||
ReplaceByIndex: require('./ReplaceByIndex'),
|
||||
RenderDebug: require('./RenderDebug'),
|
||||
SetCollision: require('./SetCollision'),
|
||||
SetCollisionBetween: require('./SetCollisionBetween'),
|
||||
SetCollisionByExclusion: require('./SetCollisionByExclusion'),
|
||||
|
|
|
@ -44,7 +44,7 @@ var DynamicTilemapLayer = new Class({
|
|||
this.setPosition(x, y);
|
||||
this.setSizeToFrame();
|
||||
this.setOrigin();
|
||||
this.setSize(this.map.tileWidth * this.layer.width, this.map.tileheight * this.layer.height);
|
||||
this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height);
|
||||
|
||||
this.skipIndexZero = false;
|
||||
},
|
||||
|
@ -73,7 +73,8 @@ var DynamicTilemapLayer = new Class({
|
|||
|
||||
destroy: function ()
|
||||
{
|
||||
this.layer.tilemapLayer = undefined;
|
||||
// Uninstall this layer only if it is still installed on the LayerData object
|
||||
if (this.layer.tilemapLayer === this) { this.layer.tilemapLayer = undefined; }
|
||||
this.map = undefined;
|
||||
this.layer = undefined;
|
||||
this.tileset = undefined;
|
||||
|
@ -148,9 +149,9 @@ var DynamicTilemapLayer = new Class({
|
|||
return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.layer);
|
||||
},
|
||||
|
||||
randomize: function (tileX, tileY, width, height, indices)
|
||||
randomize: function (tileX, tileY, width, height, indexes)
|
||||
{
|
||||
TilemapComponents.Randomize(tileX, tileY, width, height, indices, this.layer);
|
||||
TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer);
|
||||
return this;
|
||||
},
|
||||
|
||||
|
@ -164,6 +165,12 @@ var DynamicTilemapLayer = new Class({
|
|||
return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer);
|
||||
},
|
||||
|
||||
renderDebug: function (graphics, styleConfig)
|
||||
{
|
||||
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
|
||||
return this;
|
||||
},
|
||||
|
||||
replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height)
|
||||
{
|
||||
TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer);
|
||||
|
|
|
@ -5,18 +5,24 @@ var ParseTiledJSON = require('./parsetiledjson/');
|
|||
var Formats = require('../Formats');
|
||||
|
||||
/**
|
||||
* Parses raw data of a given Tilemap format into a new MapData object.
|
||||
* Parses raw data of a given Tilemap format into a new MapData object. If no recognized data format
|
||||
* is found, returns `null`. When loading from CSV or a 2D array, you should specify the tileWidth &
|
||||
* tileHeight. When parsing from a map from Tiled, the tileWidth & tileHeight will be pulled from
|
||||
* the map data.
|
||||
*
|
||||
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
|
||||
* @param {number} mapFormat - See ../Formats.js.
|
||||
* @param {array|string|object} data - 2D array, CSV string or Tiled JSON object
|
||||
* @param {number} tileWidth - Required for 2D array and CSV, but ignored for Tiled JSON.
|
||||
* @param {number} tileHeight - Required for 2D array and CSV, but ignored for Tiled JSON.
|
||||
* @param {boolean} [insertNull=false] - If true, instead of placing empty tiles at locations where
|
||||
* the tile index is -1, this will place null. If you've a large sparsely populated map and the tile
|
||||
* data doesn't need to change then setting this value to `true` will help with memory consumption.
|
||||
* However if your map is small, or you need to update the tiles (perhaps the map dynamically
|
||||
* changes during the game) then leave the default value set.
|
||||
* @param {integer} mapFormat - See ../Formats.js.
|
||||
* @param {integer[][]|string|object} data - 2D array, CSV string or Tiled JSON object.
|
||||
* @param {integer} tileWidth - The width of a tile in pixels. Required for 2D array and CSV, but
|
||||
* ignored for Tiled JSON.
|
||||
* @param {integer} tileHeight - The height of a tile in pixels. Required for 2D array and CSV, but
|
||||
* ignored for Tiled JSON.
|
||||
* @param {boolean} insertNull - Controls how empty tiles, tiles with an index of -1, in the map
|
||||
* data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
|
||||
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
|
||||
* the tile data doesn't need to change then setting this value to `true` will help with memory
|
||||
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
|
||||
* the default value set.
|
||||
*/
|
||||
var Parse = function (name, mapFormat, data, tileWidth, tileHeight, insertNull)
|
||||
{
|
||||
|
|
|
@ -3,7 +3,21 @@ var LayerData = require('../mapdata/LayerData');
|
|||
var Formats = require('../Formats');
|
||||
var Tile = require('../Tile');
|
||||
|
||||
var Parse2DArray = function (key, data, tileWidth, tileHeight, insertNull)
|
||||
/**
|
||||
* Parses a 2D array of tile indexes into a new MapData object with a single layer.
|
||||
*
|
||||
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
|
||||
* @param {integer[][]} data - 2D array, CSV string or Tiled JSON object.
|
||||
* @param {integer} tileWidth - The width of a tile in pixels.
|
||||
* @param {integer} tileHeight - The height of a tile in pixels.
|
||||
* @param {boolean} insertNull - Controls how empty tiles, tiles with an index of -1, in the map
|
||||
* data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
|
||||
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
|
||||
* the tile data doesn't need to change then setting this value to `true` will help with memory
|
||||
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
|
||||
* the default value set.
|
||||
*/
|
||||
var Parse2DArray = function (name, data, tileWidth, tileHeight, insertNull)
|
||||
{
|
||||
var layerData = new LayerData({
|
||||
tileWidth: tileWidth,
|
||||
|
@ -11,7 +25,7 @@ var Parse2DArray = function (key, data, tileWidth, tileHeight, insertNull)
|
|||
});
|
||||
|
||||
var mapData = new MapData({
|
||||
name: key,
|
||||
name: name,
|
||||
tileWidth: tileWidth,
|
||||
tileHeight: tileHeight,
|
||||
format: Formats.TILEMAP_2D_ARRAY,
|
||||
|
|
|
@ -1,14 +1,28 @@
|
|||
var Formats = require('../Formats');
|
||||
var Parse2DArray = require('./Parse2DArray');
|
||||
|
||||
var ParseCSV = function (key, data, tileWidth, tileHeight, insertNull)
|
||||
/**
|
||||
* Parses a CSV string of tile indexes into a new MapData object with a single layer.
|
||||
*
|
||||
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
|
||||
* @param {string} data - CSV string of tile indexes.
|
||||
* @param {integer} tileWidth - The width of a tile in pixels.
|
||||
* @param {integer} tileHeight - The height of a tile in pixels.
|
||||
* @param {boolean} insertNull - Controls how empty tiles, tiles with an index of -1, in the map
|
||||
* data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
|
||||
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
|
||||
* the tile data doesn't need to change then setting this value to `true` will help with memory
|
||||
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
|
||||
* the default value set.
|
||||
*/
|
||||
var ParseCSV = function (name, data, tileWidth, tileHeight, insertNull)
|
||||
{
|
||||
var array2D = data
|
||||
.trim()
|
||||
.split('\n')
|
||||
.map(function (row) { return row.split(','); });
|
||||
|
||||
var map = Parse2DArray(key, array2D, tileWidth, tileHeight, insertNull);
|
||||
var map = Parse2DArray(name, array2D, tileWidth, tileHeight, insertNull);
|
||||
map.format = Formats.TILEMAP_CSV;
|
||||
|
||||
return map;
|
||||
|
|
|
@ -10,7 +10,19 @@ var ParseGID = require('./ParseGID');
|
|||
var Base64Decode = require('./Base64Decode');
|
||||
var ParseObject = require('./ParseObject');
|
||||
|
||||
var ParseJSONTiled = function (key, json, insertNull)
|
||||
/**
|
||||
* Parses a Tiled JSON object into a new MapData object.
|
||||
*
|
||||
* @param {string} name - The name of the tilemap, used to set the name on the MapData.
|
||||
* @param {object} json - The Tiled JSON object.
|
||||
* @param {boolean} insertNull - Controls how empty tiles, tiles with an index of -1, in the map
|
||||
* data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
|
||||
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
|
||||
* the tile data doesn't need to change then setting this value to `true` will help with memory
|
||||
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
|
||||
* the default value set.
|
||||
*/
|
||||
var ParseJSONTiled = function (name, json, insertNull)
|
||||
{
|
||||
if (json.orientation !== 'orthogonal')
|
||||
{
|
||||
|
@ -22,7 +34,7 @@ var ParseJSONTiled = function (key, json, insertNull)
|
|||
var mapData = new MapData({
|
||||
width: json.width,
|
||||
height: json.height,
|
||||
name: key,
|
||||
name: name,
|
||||
tileWidth: json.tilewidth,
|
||||
tileHeight: json.tileheight,
|
||||
orientation: json.orientation,
|
||||
|
@ -139,7 +151,7 @@ var ParseJSONTiled = function (key, json, insertNull)
|
|||
y: GetFastValue(curi, 'offsety', 0) + curi.y,
|
||||
alpha: curi.opacity,
|
||||
visible: curi.visible,
|
||||
properties: GetFastValue(curi, "properties", {})
|
||||
properties: GetFastValue(curi, 'properties', {})
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -157,15 +169,15 @@ var ParseJSONTiled = function (key, json, insertNull)
|
|||
|
||||
if (set.image)
|
||||
{
|
||||
var newSet = new Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
|
||||
var newSet = new Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing);
|
||||
|
||||
// Properties stored per-tile in object with string indices starting at "0"
|
||||
// Properties stored per-tile in object with string indexes starting at "0"
|
||||
if (set.tileproperties)
|
||||
{
|
||||
newSet.tileProperties = set.tileproperties;
|
||||
}
|
||||
|
||||
// Object & terrain shapes stored per-tile in object with string indices starting at "0"
|
||||
// Object & terrain shapes stored per-tile in object with string indexes starting at "0"
|
||||
if (set.tiles)
|
||||
{
|
||||
newSet.tileData = set.tiles;
|
||||
|
@ -327,9 +339,11 @@ var ParseJSONTiled = function (key, json, insertNull)
|
|||
sid = mapData.tiles[tile.index][2];
|
||||
set = mapData.tilesets[sid];
|
||||
|
||||
// Ensure that a tile's size matches its tileset
|
||||
tile.width = set.tileWidth;
|
||||
tile.height = set.tileHeight;
|
||||
|
||||
// if that tile type has any properties, add them to the tile object
|
||||
|
||||
if (set.tileProperties && set.tileProperties[tile.index - set.firstgid])
|
||||
{
|
||||
tile.properties = Extend(tile.properties, set.tileProperties[tile.index - set.firstgid]);
|
||||
|
|
|
@ -36,7 +36,7 @@ var StaticTilemapLayer = new Class({
|
|||
this.layer = tilemap.layers[layerIndex];
|
||||
this.tileset = tileset;
|
||||
|
||||
// Link the layer data with this dynamic tilemap layer
|
||||
// Link the layer data with this static tilemap layer
|
||||
this.layer.tilemapLayer = this;
|
||||
|
||||
this.vbo = null;
|
||||
|
@ -53,7 +53,7 @@ var StaticTilemapLayer = new Class({
|
|||
this.setPosition(x, y);
|
||||
this.setSizeToFrame();
|
||||
this.setOrigin();
|
||||
this.setSize(this.map.tileWidth * this.layer.width, this.map.tileHeight * this.layer.height);
|
||||
this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height);
|
||||
|
||||
this.skipIndexZero = false;
|
||||
|
||||
|
@ -74,8 +74,8 @@ var StaticTilemapLayer = new Class({
|
|||
var tileset = this.tileset;
|
||||
var mapWidth = this.layer.width;
|
||||
var mapHeight = this.layer.height;
|
||||
var tileWidth = this.map.tileWidth;
|
||||
var tileHeight = this.map.tileHeight;
|
||||
var tileWidth = this.layer.tileWidth;
|
||||
var tileHeight = this.layer.tileHeight;
|
||||
var width = this.texture.source[0].width;
|
||||
var height = this.texture.source[0].height;
|
||||
var mapData = this.layer.data;
|
||||
|
@ -221,7 +221,8 @@ var StaticTilemapLayer = new Class({
|
|||
|
||||
destroy: function ()
|
||||
{
|
||||
this.layer.tilemapLayer = undefined;
|
||||
// Uninstall this layer only if it is still installed on the LayerData object
|
||||
if (this.layer.tilemapLayer === this) { this.layer.tilemapLayer = undefined; }
|
||||
this.map = undefined;
|
||||
this.layer = undefined;
|
||||
this.tileset = undefined;
|
||||
|
@ -279,6 +280,12 @@ var StaticTilemapLayer = new Class({
|
|||
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
|
||||
},
|
||||
|
||||
renderDebug: function (graphics, styleConfig)
|
||||
{
|
||||
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
|
||||
return this;
|
||||
},
|
||||
|
||||
setCollision: function (indexes, collides, recalculateFaces)
|
||||
{
|
||||
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer);
|
||||
|
|
Loading…
Reference in a new issue