Commit graph

222 commits

Author SHA1 Message Date
photonstorm
5ffb5b558d Tilemap.createFromObjects has been strengthened so that will only create Sprites for matching gids/ids/names. It also only sets the Sprite width and height values if they are present in the Tiled data (thanks @pparke #2012) 2015-08-20 13:22:06 +01:00
photonstorm
e901fb80f6 Merging in the CanvasPool changes to the core. 2015-08-03 14:46:55 +01:00
Imanol Fernandez
e41dba7f0c Fix unmatched context.save() & context.restore() calls 2015-07-24 17:36:56 +02:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
Richard Davey
06658fa1e0 TilemapLayer.resize allows you to resize a TilemapLayer. It will update the internal canvas object and corresponding texture dimensions (#1881) 2015-07-07 03:27:28 +01:00
Richard Davey
8aaa8de985 Fixed issue with tilesets not updating correctly. 2015-07-07 02:38:14 +01:00
Richard Davey
a1f618f54f Debugging tileset issue. 2015-07-07 02:18:53 +01:00
photonstorm
8919e4e128 Trying out resize method. 2015-07-02 17:19:57 +01:00
photonstorm
698167a596 Tiled Image Collection support is now available and has been added to the TilemapParser and Tilemap classes (thanks @asyed94 #1879) 2015-07-02 13:53:02 +01:00
asyed94
6771c656e9 Removed trailing whitespace. 2015-06-29 16:32:16 -05:00
asyed94
8fefabcf59 Implemented Tiled Image Collection support.
Created class ImageCollection.js to internally handle Image Collection
data.

Added imagecollections member to Tilemap.js to access parsed Image
Collection data.

Added ability to parse Image Collections from Tiled json data to
TilemapParser.js
2015-06-27 15:30:26 -05:00
photonstorm
102c74e121 Deprecated the following:
* Camera.screenView
* ScaleManager.maxIterations
* ScaleManager.enterPortrait (see onOrientationChange)
* ScaleManager.enterLandscape (see onOrientationChange)
* ScaleManager.enterFullScreen (see onFullScreenChange)
* ScaleManager.leaveFullScreen (see onFullScreenChange)
* ScaleManager.fullScreenFailed (see onFullScreenError)
* ScaleManager.checkResize
* ScaleManager.checkOrientation
* ScaleManager.setScreenSize (see updateLayout)
* ScaleManager.setSize (see reflowCanvas)
* ScaleManager.checkOrientationState (see reflowCanvas)
* ScaleManager.orientation (see screenOrientation)
* Gamepad.disabled (see enabled)
* Input.currentPointers (see totalActivePointers)
* Input.disabled (see enabled)
* Keyboard.disabled (see enabled)
* Mouse.disabled (see enabled)
* Mouse.mouseMoveCallback (see Input.addMoveCallback)
* MSPointer.disabled (see enabled)
* Touch.disabled (see enabled)
* Cache.getUrl (see getURL)
* Math.truncate (see Math.trunc)
* Math.snapToInArray (see Phaser.ArrayUtils.findClosest)
* Math.interpolateFloat (see Math.linear)
* Math.normalizeLatitude (use Phaser.Math.clamp(lat, -90, 90))
* Math.normalizeLongitude (use Phaser.Math.wrap(lng, -180, 180))
* Math.chanceRoll (use Phaser.Utils.chanceRoll)
* Math.numberArray (use Phaser.ArrayUtils.numberArray)
* Math.numberArrayStep (use Phaser.ArrayUtils.numberArrayStep)
* Math.limitValue (use Phaser.Math.clamp)
* Math.randomSign (use Phaser.Utils.randomChoice(-1, 1))
* Math.angleLimit (use Phaser.Math.clamp)
* Math.getRandom (use Phaser.ArrayUtils.getRandomItem)
* Math.removeRandom (use Phaser.ArrayUtils.removeRandomItem)
* Math.floor (use Math.trunc)
* Math.ceil (use Phaser.Math.roundAwayFromZero)
* Math.shift (use Phaser.ArrayUtils.rotate)
* Math.shuffleArray (use Phaser.ArrayUtils.shuffle)
* Math.distanceRounded (do the rounding locally)
* Canvas.getOffset (see Phaser.DOM.getOffset)
* Canvas.getAspectRatio (see Phaser.DOM.getAspectRatio)
* TilemapLayer.tileColor (use TilemapLayer.debugSettings.missingImageFill)
* Phaser.ArrayList alias removed, now use Phaser.ArraySet
* Utils.transposeArray (see Phaser.ArrayUtils.transposeMatrix)
* Utils.rotateArray (see Phaser.ArrayUtils.rotateMatrix)
* Utils.shuffle (see Phaser.ArrayUtils.shuffle)
2015-06-17 03:14:31 +01:00
photonstorm
04a25c5d9b Small fix + jsdoc update. 2015-06-17 01:04:55 +01:00
Richard Davey
14733e9b90 Tilemap.addTilesetImage can now accept a BitmapData as the key parameter and will use the BitmapData to render the tileset with instead of an image from the cache (thanks to @unstoppablecarl for the idea #1838) 2015-06-16 23:17:46 +01:00
photonstorm
89c11b9d48 TilemapLayer swapped to use full Phaser.Sprite to allow for input events, bringToTop, etc. 2015-06-16 16:40:45 +01:00
photonstorm
5ef9b0a5e6 TilemapParser.parseTiledJSON would ignore 'falsey' properties set on Objects in Tiled JSON tilemaps, such as x: 0 or visible: false. These properties are now accurately copied over to the destination map data (thanks @MaksJS #1818) 2015-05-27 18:07:33 +01:00
photonstorm
7b011fe0d3 Fix #1742 2015-04-14 09:31:04 +01:00
photonstorm
f155ad452c Tilemap.createFromObjects has been updated for Tiled 0.11 and can now look-up object layers based on id, uid or name. It will also now copy over Sprite scaling properties if set (thanks @mandarinx #1738) 2015-04-13 12:40:12 +01:00
Richard Davey
78e7be5c96 Merge pull request #1738 from mandarinx/patch-1
Looking up object layers based on id, uid or name
2015-04-13 12:35:24 +01:00
photonstorm
7b8a430aac TilemapLayer docs incorrectly reported it as extending Phaser.Image, but it doesn't share the same components so has been updated.
TilemapLayer was missing the Input component (thanks @uhe1231 #1700)
2015-04-13 12:23:30 +01:00
Thomas Viktil
b406a61262 Looking up object layers based on id, uid or name
The description of the method stated that you could pass a string to look up an object layer based on its name, but the original code only looked for a gui property, regardless of type.

I'm using Tiled 0.11.0 on OSX, and my exported json-file doesn't contain a gui property on the object layers. Here's a snippet of my file:
```
{
    "layers":[
        {
         "draworder":"topdown",
         "height":0,
         "name":"Objects",
         "objects":[
                {
                 "height":48,
                 "id":1,
                 "name":"pier",
                 "properties":
                    {

                    },
                 "rotation":0,
                 "type":"",
                 "visible":true,
                 "width":64,
                 "x":208,
                 "y":240
                }],
         "opacity":1,
         "properties":
            {
             "type":"pier"
            },
         "type":"objectgroup",
         "visible":true,
         "width":0,
         "x":0,
         "y":0
        }]
    }]
}
```

The property in my file is called id and not uid. This might be due to changes in one of the later releases of Tiled. I kept the check for uid to avoid possibly breaking compatibility with older versions of Tiled.

I also added scaling of the sprite.

Feel free to make formatting changes, or rewrite the function to better fit the programming style of Phaser.
2015-04-11 22:16:17 +02:00
Alan Smithee
d2e3a69525 Adds nonNull parameter to Tilemap.getTileWorldXY
Since Tilemap.getTile lets you specify wether to return null
or an empty tile when index is -1, the WorldXY equivalent
should offer the same possibility for a more unified interface.
2015-04-06 10:08:37 +00:00
photonstorm
1486e166bd Added physicsType property. 2015-03-23 15:04:27 +00:00
Paul
dcc83ec793 Tilemap renderer - context save/restore
- Added context save/restore; the secondary issue when the canvas
  is copied from later, and if any alpha is applied
2015-03-16 22:05:46 -07:00
Paul
54dba67f50 Tilemap rendering sets initial state better
- #1666 - previous alpha state could bleed through.
  Now the initial alpha and composite modes are set explicitly.
2015-03-16 21:35:39 -07:00
photonstorm
f4eff6359c Added isArray check. 2015-03-05 14:02:24 +00:00
photonstorm
364f3b3cb8 Formatting. 2015-03-05 14:02:04 +00:00
Paul
0e5272b217 Merge remote-tracking branch 'upstream/dev' into wip-components-toproto
Conflicts:
	src/gameobjects/Image.js
	src/gameobjects/Rope.js
	src/gameobjects/Sprite.js
	src/gameobjects/Text.js
	src/gameobjects/TileSprite.js
	src/gameobjects/components/Core.js
2015-02-28 15:51:47 -08:00
Michael Zekoff
510353f6fb Fix row/col count formula.
This fixes the rendering issue for tilesets with margin/spacing
as described in photonstorm/phaser#1641.
2015-02-26 04:34:41 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
c9939f8691 Tilemap fix #1635 2015-02-24 22:57:59 +00:00
Paul
4f747a1c00 Components - moving install to prototype
- This ensures the components are regsitered once per type
  instead of once per instance (which is duplicate work)
2015-02-22 20:44:11 -08:00
photonstorm
41e2fbff55 TilemapLayer no longer extends Image, but is a GameObject of its own. 2015-02-17 16:38:27 +00:00
photonstorm
8483eac6aa Removing all use of _cache from all Game Objects. 2015-02-16 17:22:51 +00:00
photonstorm
daf8440247 Tile.properties is now unique to that specific Tile, and not a reference to the Tileset index bound properties object. Tile.properties can now be modified freely without impacting other tiles sharing the same id (#1254) 2015-02-11 21:40:37 +00:00
photonstorm
29fd37aed7 Formatting update. 2015-02-11 05:19:00 +00:00
Mika Turunen
be3edd8437 Now the backwards compatibility is not broken
As implementation is leaning on 0.11.0 feature of Tiled, I made sure the earlier Tiled files that might be used are not going to break from this. Defaulting to empty string if the .type property is not defined by Tiled (for Tiled < 0.11.0), otherwise we use the provided value.
2015-02-10 14:54:14 +02:00
Mika Turunen
8a197b6023 Read ObjectLayer Objects .type property for Tiles
Why isn't the .type already read from the objects details as it's there? Latest release version of Tiled 0.11.0 has this field for Objects and it's quite extensively used by other frameworks.

Well, I need this and I suppose there are other people too who might be interested in having this in here too. Currently I go around this by creating a custom property of "type" and setting my value on it but that's just extremely silly.
2015-02-10 11:05:28 +02:00
Richard Davey
b66a0aa11a Merge pull request #1605 from mickez/tilemaplayer_scale
Added scaling capability to TilemapLayer
2015-02-09 20:02:48 +00:00
photonstorm
35a04b2f1e TilemapParser now supports Tiled 0.11 version maps which includes the rotation property on all Object types.
Tilemap.createFromObjects now checks for a `rotation` property on the Object and if present will set it as the Sprite.angle (#1433)
2015-02-08 23:25:41 +00:00
photonstorm
6d86952f98 JSDoc fix. 2015-02-08 21:57:09 +00:00
emailto@niklasberg.se
a0ea73a4cd Support for tiles rotated and/or flipped in Tiled 2015-02-08 21:21:39 +01:00
emailto@niklasberg.se
a70dd81a80 Support for tiles rotated and/or flipped in Tiled 2015-02-08 21:03:19 +01:00
Michael Rehn
bb2e263345 Changed to bracket on new line to follow the rest of the codes style 2015-02-07 21:31:17 +01:00
Michael Rehn
e600cb89b7 Added scaling capability to TilemapLayer via the setScale method 2015-02-07 19:48:44 +01:00
photonstorm
2ba6e0528e TilemapLayer.getTiles now returns a copy of the Tiles found by the method, rather than references to the original Tile objects, so you're free to modify them without corrupting the source (thanks @Leekao #1585) 2015-02-03 21:32:39 +00:00
Paul
ad9245caeb TilemapLayer - {missing changes} 2015-01-24 18:37:28 -08:00
Paul
818d5bcdcc Tilemaps - removed N-slice support
- Since N-slicing doesn't work in Safari, which is what the
  double-copy fix is for, it is simply removed.
2015-01-24 18:35:11 -08:00
Paul
4845c2054b TilemapLayer - quibbles
- Removed accidental change
2015-01-24 17:49:20 -08:00
Paul
11c78f11b0 TilemapLayer - Safari fix
- Changed default slice count to 1: this fixes yet another Safari-specific
  issue.
2015-01-24 17:43:08 -08:00