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https://github.com/photonstorm/phaser
synced 2024-11-23 13:13:43 +00:00
More tilemap tweaks.
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7 changed files with 1203 additions and 678 deletions
1738
build/phaser.js
1738
build/phaser.js
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Before Width: | Height: | Size: 4.7 KiB After Width: | Height: | Size: 4.7 KiB |
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@ -23,8 +23,29 @@
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game.stage.backgroundColor = '#3d3d3d';
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// A Tilemap object just holds the data needed to describe the map (i.e. the json exported from Tiled, or the CSV exported from elsewhere).
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// You can add your own data or manipulate the data (swap tiles around, etc) but in order to display it you need to create a TilemapLayer.
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var map = new Phaser.Tilemap(game, 'level3');
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var tileset = game.cache.getTileset('tiles');
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// A TilemapLayer consists of an x,y coordinate (position), a width and height, a Tileset and a Tilemap which it uses for map data.
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// The x/y coordinates are in World space and you can place the tilemap layer anywhere in the world.
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// The width/height is the rendered size of the layer in pixels, not the size of the map data itself.
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// This one gives tileset as a string, the other an object
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// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, 'tiles', map, 0);
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layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400, tileset, map, 0);
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// To set tiles for collision you need to modify the Tileset, which is a property of the layer
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// Collision is based on the layer.x/y value
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// This is a bit nuts, ought to find a way to automate it, but it looks cool :)
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map.debugMap = [ '#000000',
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'#e40058', '#e40058', '#e40058', '#80d010', '#bcbcbc', '#e40058', '#000000', '#0070ec', '#bcbcbc', '#bcbcbc', '#bcbcbc',
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@ -39,15 +60,6 @@
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// map.dump();
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// layer = new Phaser.TilemapLayer(game, 0, 0, 640, 400);
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layer = new Phaser.TilemapLayer(game, 0, 0, 320, 200);
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layer.updateTileset('tiles');
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layer.updateMapData(map, 0);
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// layer.sprite.anchor.setTo(0.5, 0.5);
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game.world.add(layer.sprite);
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// layer.sprite.scale.setTo(2, 2);
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// Works a treat :)
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@ -55,6 +67,9 @@
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// game.add.sprite(0, 200, layer.texture, layer.frame);
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// game.add.sprite(320, 200, layer.texture, layer.frame);
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// game.world.setBounds(0, 0, 2000, 2000);
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// game.camera.x = 400;
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cursors = game.input.keyboard.createCursorKeys();
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}
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@ -303,8 +303,21 @@ Phaser.Keyboard.prototype = {
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this._hotkeys[event.keyCode].processKeyUp(event);
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}
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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if (this._keys[event.keyCode])
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{
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this._keys[event.keyCode].isDown = false;
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this._keys[event.keyCode].timeUp = this.game.time.now;
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}
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else
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{
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// Not used this key before, so register it
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this._keys[event.keyCode] = {
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isDown: false,
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timeDown: this.game.time.now,
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timeUp: this.game.time.now,
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duration: 0
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};
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}
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},
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@ -65,6 +65,9 @@ Phaser.Physics.Arcade.Body = function (sprite) {
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this.overlapX = 0;
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this.overlapY = 0;
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this.hullX = new Phaser.Rectangle();
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this.hullY = new Phaser.Rectangle();
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// If a body is overlapping with another body, but neither of them are moving (maybe they spawned on-top of each other?) this is set to true
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this.embedded = false;
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@ -105,8 +108,6 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.embedded = false;
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// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preRotation = this.sprite.angle;
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@ -123,6 +124,8 @@ Phaser.Physics.Arcade.Body.prototype = {
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{
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this.checkWorldBounds();
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}
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this.updateHulls();
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}
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if (this.skipQuadTree == false && this.allowCollision.none == false && this.sprite.visible && this.sprite.alive)
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@ -174,6 +177,13 @@ Phaser.Physics.Arcade.Body.prototype = {
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},
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updateHulls: function () {
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this.hullX.setTo(this.x, this.preY, this.width, this.height);
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this.hullY.setTo(this.preX, this.y, this.width, this.height);
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},
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checkWorldBounds: function () {
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if (this.x < this.game.world.bounds.x)
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@ -223,21 +233,16 @@ Phaser.Physics.Arcade.Body.prototype = {
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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// this.preX = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.preY = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preX = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.preY = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.preRotation = this.sprite.angle;
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// this.x = (this.sprite.localTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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// this.y = (this.sprite.localTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.x = (this.sprite.worldTransform[2] - (this.sprite.anchor.x * this.width)) + this.offset.x;
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this.y = (this.sprite.worldTransform[5] - (this.sprite.anchor.y * this.height)) + this.offset.y;
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this.rotation = this.sprite.angle;
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this.x = this.preX;
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this.y = this.preY;
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this.rotation = this.preRotation;
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},
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// Basically Math.abs
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deltaAbsX: function () {
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return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
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},
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@ -125,17 +125,8 @@ Phaser.Tile.prototype = {
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* @param {boolean} separateX - Separate at x-axis.
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* @param {boolean} separateY - Separate at y-axis.
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*/
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setCollision: function (left, right, up, down, reset, separateX, separateY) {
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setCollision: function (left, right, up, down) {
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if (reset)
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{
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this.resetCollision();
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}
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this.separateX = separateX;
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this.separateY = separateY;
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this.collideNone = true;
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this.collideLeft = left;
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this.collideRight = right;
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this.collideUp = up;
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@ -145,6 +136,10 @@ Phaser.Tile.prototype = {
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{
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this.collideNone = false;
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}
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else
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{
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this.collideNone = true;
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}
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},
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@ -1,5 +1,5 @@
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Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData, tileset) {
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// Maybe should extend Sprite?
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Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
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/**
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* @property {Phaser.Game} game - Description.
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@ -38,6 +38,7 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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*/
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this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame);
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/**
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* @property {Description} tileset - Description.
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*/
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@ -136,8 +137,8 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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*/
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this._startY = 0;
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this.tilemap;
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this.layer;
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this.tilemap = null;
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this.layer = null;
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this._x = 0;
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this._y = 0;
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@ -145,26 +146,48 @@ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, mapData,
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this._prevY = 0;
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this.dirty = true;
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if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
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{
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this.updateTileset(tileset);
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}
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if (tilemap instanceof Phaser.Tilemap)
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{
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this.updateMapData(tilemap, layer);
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}
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};
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Phaser.TilemapLayer.prototype = {
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updateMapData: function (tilemap, layerID) {
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updateTileset: function (tileset) {
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layerID];
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if (tileset instanceof Phaser.Tileset)
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{
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this.tileset = tileset;
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}
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else if (typeof tileset === 'string')
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{
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this.tileset = this.game.cache.getTileset('tiles');;
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}
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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this.updateMax();
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},
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updateTileset: function (tileset) {
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updateMapData: function (tilemap, layer) {
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this.tileset = this.game.cache.getTileset(tileset);
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this.tileWidth = this.tileset.tileWidth;
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this.tileHeight = this.tileset.tileHeight;
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if (typeof layer === 'undefined')
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{
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layer = 0;
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}
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this.tilemap = tilemap;
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this.layer = this.tilemap.layers[layer];
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this.updateMax();
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},
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updateMax: function () {
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@ -188,11 +211,13 @@ Phaser.TilemapLayer.prototype = {
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this.heightInPixels = this.layer.height * this.tileHeight;
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}
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this.dirty = true;
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},
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render: function () {
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if (this.visible == false || this.dirty == false)
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if (!this.dirty || !this.tileset || !this.tilemap || !this.sprite.visible)
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{
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return;
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}
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@ -230,8 +255,8 @@ Phaser.TilemapLayer.prototype = {
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tile.y,
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this.tileWidth,
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this.tileHeight,
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this._tx,
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this._ty,
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Math.floor(this._tx),
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Math.floor(this._ty),
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this.tileWidth,
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this.tileHeight
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);
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