/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var DegToRad = require('../math/DegToRad'); var Formats = require('./Formats'); var GetFastValue = require('../utils/object/GetFastValue'); var LayerData = require('./mapdata/LayerData'); var ObjectHelper = require('./ObjectHelper'); var ORIENTATION = require('./const/ORIENTATION_CONST'); var Rotate = require('../math/Rotate'); var SpliceOne = require('../utils/array/SpliceOne'); var Sprite = require('../gameobjects/sprite/Sprite'); var Tile = require('./Tile'); var TilemapComponents = require('./components'); var TilemapLayer = require('./TilemapLayer'); var Tileset = require('./Tileset'); /** * @callback TilemapFilterCallback * * @param {Phaser.GameObjects.GameObject} value - An object found in the filtered area. * @param {number} index - The index of the object within the array. * @param {Phaser.GameObjects.GameObject[]} array - An array of all the objects found. * * @return {Phaser.GameObjects.GameObject} The object. */ /** * @callback TilemapFindCallback * * @param {Phaser.GameObjects.GameObject} value - An object found. * @param {number} index - The index of the object within the array. * @param {Phaser.GameObjects.GameObject[]} array - An array of all the objects found. * * @return {boolean} `true` if the callback should be invoked, otherwise `false`. */ /** * @classdesc * A Tilemap is a container for Tilemap data. This isn't a display object, rather, it holds data * about the map and allows you to add tilesets and tilemap layers to it. A map can have one or * more tilemap layers, which are the display objects that actually render the tiles. * * The Tilemap data can be parsed from a Tiled JSON file, a CSV file or a 2D array. Tiled is a free * software package specifically for creating tile maps, and is available from: * http://www.mapeditor.org * * As of Phaser 3.50.0 the Tilemap API now supports the following types of map: * * 1) Orthogonal * 2) Isometric * 3) Hexagonal * 4) Staggered * * Prior to this release, only orthogonal maps were supported. * * Another large change in 3.50 was the consolidation of Tilemap Layers. Previously, you created * either a Static or Dynamic Tilemap Layer. However, as of 3.50 the features of both have been * merged and the API simplified, so now there is just the single `TilemapLayer` class. * * A Tilemap has handy methods for getting and manipulating the tiles within a layer, allowing * you to build or modify the tilemap data at runtime. * * Note that all Tilemaps use a base tile size to calculate dimensions from, but that a * TilemapLayer may have its own unique tile size that overrides this. * * As of Phaser 3.21.0, if your tilemap includes layer groups (a feature of Tiled 1.2.0+) these * will be traversed and the following properties will impact children: * * - Opacity (blended with parent) and visibility (parent overrides child) * - Vertical and horizontal offset * * The grouping hierarchy is not preserved and all layers will be flattened into a single array. * * Group layers are parsed during Tilemap construction but are discarded after parsing so dynamic * layers will NOT continue to be affected by a parent. * * To avoid duplicate layer names, a layer that is a child of a group layer will have its parent * group name prepended with a '/'. For example, consider a group called 'ParentGroup' with a * child called 'Layer 1'. In the Tilemap object, 'Layer 1' will have the name * 'ParentGroup/Layer 1'. * * @class Tilemap * @memberof Phaser.Tilemaps * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs. * @param {Phaser.Tilemaps.MapData} mapData - A MapData instance containing Tilemap data. */ var Tilemap = new Class({ initialize: function Tilemap (scene, mapData) { /** * @name Phaser.Tilemaps.Tilemap#scene * @type {Phaser.Scene} * @since 3.0.0 */ this.scene = scene; /** * The base width of a tile in pixels. Note that individual layers may have a different tile * width. * * @name Phaser.Tilemaps.Tilemap#tileWidth * @type {number} * @since 3.0.0 */ this.tileWidth = mapData.tileWidth; /** * The base height of a tile in pixels. Note that individual layers may have a different * tile height. * * @name Phaser.Tilemaps.Tilemap#tileHeight * @type {number} * @since 3.0.0 */ this.tileHeight = mapData.tileHeight; /** * The width of the map (in tiles). * * @name Phaser.Tilemaps.Tilemap#width * @type {number} * @since 3.0.0 */ this.width = mapData.width; /** * The height of the map (in tiles). * * @name Phaser.Tilemaps.Tilemap#height * @type {number} * @since 3.0.0 */ this.height = mapData.height; /** * The orientation of the map data (as specified in Tiled), usually 'orthogonal'. * * @name Phaser.Tilemaps.Tilemap#orientation * @type {string} * @since 3.0.0 */ this.orientation = mapData.orientation; /** * The render (draw) order of the map data (as specified in Tiled), usually 'right-down'. * * The draw orders are: * * right-down * left-down * right-up * left-up * * This can be changed via the `setRenderOrder` method. * * @name Phaser.Tilemaps.Tilemap#renderOrder * @type {string} * @since 3.12.0 */ this.renderOrder = mapData.renderOrder; /** * The format of the map data. * * @name Phaser.Tilemaps.Tilemap#format * @type {number} * @since 3.0.0 */ this.format = mapData.format; /** * The version of the map data (as specified in Tiled, usually 1). * * @name Phaser.Tilemaps.Tilemap#version * @type {number} * @since 3.0.0 */ this.version = mapData.version; /** * Map specific properties as specified in Tiled. * * @name Phaser.Tilemaps.Tilemap#properties * @type {object} * @since 3.0.0 */ this.properties = mapData.properties; /** * The width of the map in pixels based on width * tileWidth. * * @name Phaser.Tilemaps.Tilemap#widthInPixels * @type {number} * @since 3.0.0 */ this.widthInPixels = mapData.widthInPixels; /** * The height of the map in pixels based on height * tileHeight. * * @name Phaser.Tilemaps.Tilemap#heightInPixels * @type {number} * @since 3.0.0 */ this.heightInPixels = mapData.heightInPixels; /** * A collection of Images, as parsed from Tiled map data. * * @name Phaser.Tilemaps.Tilemap#imageCollections * @type {Phaser.Tilemaps.ImageCollection[]} * @since 3.0.0 */ this.imageCollections = mapData.imageCollections; /** * An array of Tiled Image Layers. * * @name Phaser.Tilemaps.Tilemap#images * @type {array} * @since 3.0.0 */ this.images = mapData.images; /** * An array of Tilemap layer data. * * @name Phaser.Tilemaps.Tilemap#layers * @type {Phaser.Tilemaps.LayerData[]} * @since 3.0.0 */ this.layers = mapData.layers; /** * An array of Tilesets used in the map. * * @name Phaser.Tilemaps.Tilemap#tilesets * @type {Phaser.Tilemaps.Tileset[]} * @since 3.0.0 */ this.tilesets = mapData.tilesets; /** * An array of ObjectLayer instances parsed from Tiled object layers. * * @name Phaser.Tilemaps.Tilemap#objects * @type {Phaser.Tilemaps.ObjectLayer[]} * @since 3.0.0 */ this.objects = mapData.objects; /** * The index of the currently selected LayerData object. * * @name Phaser.Tilemaps.Tilemap#currentLayerIndex * @type {number} * @since 3.0.0 */ this.currentLayerIndex = 0; /** * The length of the horizontal sides of the hexagon. * Only used for hexagonal orientation Tilemaps. * * @name Phaser.Tilemaps.Tilemap#hexSideLength * @type {number} * @since 3.50.0 */ this.hexSideLength = mapData.hexSideLength; var orientation = this.orientation; /** * Functions used to handle world to tile, and tile to world, conversion. * Cached here for internal use by public methods such as `worldToTileXY`, etc. * * @name Phaser.Tilemaps.Tilemap#_convert * @private * @type {object} * @since 3.50.0 */ this._convert = { WorldToTileXY: TilemapComponents.GetWorldToTileXYFunction(orientation), WorldToTileX: TilemapComponents.GetWorldToTileXFunction(orientation), WorldToTileY: TilemapComponents.GetWorldToTileYFunction(orientation), TileToWorldXY: TilemapComponents.GetTileToWorldXYFunction(orientation), TileToWorldX: TilemapComponents.GetTileToWorldXFunction(orientation), TileToWorldY: TilemapComponents.GetTileToWorldYFunction(orientation) }; }, /** * @ignore */ createBlankDynamicLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight) { console.warn('createBlankDynamicLayer is deprecated. Use createBlankLayer'); return this.createBlankLayer(name, tileset, x, y, width, height, tileWidth, tileHeight); }, /** * @ignore */ createDynamicLayer: function (layerID, tileset, x, y) { console.warn('createDynamicLayer is deprecated. Use createLayer'); return this.createLayer(layerID, tileset, x, y); }, /** * @ignore */ createStaticLayer: function (layerID, tileset, x, y) { console.warn('createStaticLayer is deprecated. Use createLayer'); return this.createLayer(layerID, tileset, x, y); }, /** * Sets the rendering (draw) order of the tiles in this map. * * The default is 'right-down', meaning it will order the tiles starting from the top-left, * drawing to the right and then moving down to the next row. * * The draw orders are: * * 0 = right-down * 1 = left-down * 2 = right-up * 3 = left-up * * Setting the render order does not change the tiles or how they are stored in the layer, * it purely impacts the order in which they are rendered. * * You can provide either an integer (0 to 3), or the string version of the order. * * Calling this method _after_ creating Tilemap Layers will **not** automatically * update them to use the new render order. If you call this method after creating layers, use their * own `setRenderOrder` methods to change them as needed. * * @method Phaser.Tilemaps.Tilemap#setRenderOrder * @since 3.12.0 * * @param {(number|string)} renderOrder - The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'. * * @return {this} This Tilemap object. */ setRenderOrder: function (renderOrder) { var orders = [ 'right-down', 'left-down', 'right-up', 'left-up' ]; if (typeof renderOrder === 'number') { renderOrder = orders[renderOrder]; } if (orders.indexOf(renderOrder) > -1) { this.renderOrder = renderOrder; } return this; }, /** * Adds an image to the map to be used as a tileset. A single map may use multiple tilesets. * Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled * editor. * * @method Phaser.Tilemaps.Tilemap#addTilesetImage * @since 3.0.0 * * @param {string} tilesetName - The name of the tileset as specified in the map data. * @param {string} [key] - The key of the Phaser.Cache image used for this tileset. If * `undefined` or `null` it will look for an image with a key matching the tilesetName parameter. * @param {number} [tileWidth] - The width of the tile (in pixels) in the Tileset Image. If not * given it will default to the map's tileWidth value, or the tileWidth specified in the Tiled * JSON file. * @param {number} [tileHeight] - The height of the tiles (in pixels) in the Tileset Image. If * not given it will default to the map's tileHeight value, or the tileHeight specified in the * Tiled JSON file. * @param {number} [tileMargin] - The margin around the tiles in the sheet (in pixels). If not * specified, it will default to 0 or the value specified in the Tiled JSON file. * @param {number} [tileSpacing] - The spacing between each the tile in the sheet (in pixels). * If not specified, it will default to 0 or the value specified in the Tiled JSON file. * @param {number} [gid=0] - If adding multiple tilesets to a blank map, specify the starting * GID this set will use here. * * @return {?Phaser.Tilemaps.Tileset} Returns the Tileset object that was created or updated, or null if it * failed. */ addTilesetImage: function (tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) { if (tilesetName === undefined) { return null; } if (key === undefined || key === null) { key = tilesetName; } if (!this.scene.sys.textures.exists(key)) { console.warn('Invalid Tileset Image: ' + key); return null; } var texture = this.scene.sys.textures.get(key); var index = this.getTilesetIndex(tilesetName); if (index === null && this.format === Formats.TILED_JSON) { console.warn('No data found for Tileset: ' + tilesetName); return null; } var tileset = this.tilesets[index]; if (tileset) { tileset.setTileSize(tileWidth, tileHeight); tileset.setSpacing(tileMargin, tileSpacing); tileset.setImage(texture); return tileset; } 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; } tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing); tileset.setImage(texture); this.tilesets.push(tileset); return tileset; }, /** * Copies the tiles in the source rectangular area to a new destination (all specified in tile * coordinates) within the layer. This copies all tile properties & recalculates collision * information in the destination region. * * If no layer specified, the map's current layer is used. This cannot be applied to StaticTilemapLayers. * * @method Phaser.Tilemaps.Tilemap#copy * @since 3.0.0 * * @param {number} srcTileX - The x coordinate of the area to copy from, in tiles, not pixels. * @param {number} srcTileY - The y coordinate of the area to copy from, in tiles, not pixels. * @param {number} width - The width of the area to copy, in tiles, not pixels. * @param {number} height - The height of the area to copy, in tiles, not pixels. * @param {number} destTileX - The x coordinate of the area to copy to, in tiles, not pixels. * @param {number} destTileY - The y coordinate of the area to copy to, in tiles, not pixels. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer) { layer = this.getLayer(layer); if (layer !== null) { TilemapComponents.Copy( srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer ); return this; } else { return null; } }, /** * Creates a new and empty Tilemap Layer. The currently selected layer in the map is set to this new layer. * * Prior to v3.50.0 this method was called `createBlankDynamicLayer`. * * @method Phaser.Tilemaps.Tilemap#createBlankLayer * @since 3.0.0 * * @param {string} name - The name of this layer. Must be unique within the map. * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. * @param {number} [x=0] - The world x position where the top left of this layer will be placed. * @param {number} [y=0] - The world y position where the top left of this layer will be placed. * @param {number} [width] - The width of the layer in tiles. If not specified, it will default to the map's width. * @param {number} [height] - The height of the layer in tiles. If not specified, it will default to the map's height. * @param {number} [tileWidth] - The width of the tiles the layer uses for calculations. If not specified, it will default to the map's tileWidth. * @param {number} [tileHeight] - The height of the tiles the layer uses for calculations. If not specified, it will default to the map's tileHeight. * * @return {?Phaser.Tilemaps.TilemapLayer} Returns the new layer that was created, or `null` if it failed. */ createBlankLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight) { if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } if (tileWidth === undefined) { tileWidth = this.tileWidth; } if (tileHeight === undefined) { tileHeight = this.tileHeight; } var index = this.getLayerIndex(name); if (index !== null) { console.warn('Invalid Tilemap Layer ID: ' + name); return null; } var layerData = new LayerData({ name: name, tileWidth: tileWidth, tileHeight: tileHeight, width: width, height: height, orientation: this.orientation }); var row; for (var tileY = 0; tileY < height; tileY++) { row = []; for (var tileX = 0; tileX < width; tileX++) { row.push(new Tile(layerData, -1, tileX, tileY, tileWidth, tileHeight, this.tileWidth, this.tileHeight)); } layerData.data.push(row); } this.layers.push(layerData); this.currentLayerIndex = this.layers.length - 1; var layer = new TilemapLayer(this.scene, this, this.currentLayerIndex, tileset, x, y); layer.setRenderOrder(this.renderOrder); this.scene.sys.displayList.add(layer); return layer; }, /** * Creates a new Tilemap Layer that renders the LayerData associated with the given * `layerID`. The currently selected layer in the map is set to this new layer. * * The `layerID` is important. If you've created your map in Tiled then you can get this by * looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and * look at the layers[].name value. Either way it must match. * * Prior to v3.50.0 this method was called `createDynamicLayer`. * * @method Phaser.Tilemaps.Tilemap#createLayer * @since 3.0.0 * * @param {(number|string)} layerID - The layer array index value, or if a string is given, the layer name from Tiled. * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. * @param {number} [x=0] - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0. * @param {number} [y=0] - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0. * * @return {?Phaser.Tilemaps.TilemapLayer} Returns the new layer was created, or null if it failed. */ createLayer: function (layerID, tileset, x, y) { var index = this.getLayerIndex(layerID); if (index === null) { console.warn('Invalid Tilemap Layer ID: ' + layerID); if (typeof layerID === 'string') { console.warn('Valid tilelayer names:\n\t' + this.getTileLayerNames().join(',\n\t')); } return null; } var layerData = this.layers[index]; // Check for an associated static or dynamic tilemap layer if (layerData.tilemapLayer) { console.warn('Tilemap Layer ID already exists:' + layerID); return null; } this.currentLayerIndex = index; // Default the x/y position to match Tiled layer offset, if it exists. if (x === undefined) { x = layerData.x; } if (y === undefined) { y = layerData.y; } var layer = new TilemapLayer(this.scene, this, index, tileset, x, y); layer.setRenderOrder(this.renderOrder); this.scene.sys.displayList.add(layer); return layer; }, /** * This method will iterate through all of the objects defined in a Tiled Object Layer and then * convert the matching results into Phaser Game Objects (by default, Sprites) * * Objects are matched on one of 4 criteria: The Object ID, the Object GID, the Object Name, or the Object Type. * * Within Tiled, Object IDs are unique per Object. Object GIDs, however, are shared by all objects * using the same image. Finally, Object Names and Types are strings and the same name can be used on multiple * Objects in Tiled, they do not have to be unique; Names are specific to Objects while Types can be inherited * from Object GIDs using the same image. * * You set the configuration parameter accordingly, based on which type of criteria you wish * to match against. For example, to convert all items on an Object Layer with a `gid` of 26: * * ```javascript * createFromObjects(layerName, { * gid: 26 * }); * ``` * * Or, to convert objects with the name 'bonus': * * ```javascript * createFromObjects(layerName, { * name: 'bonus' * }); * ``` * * Or, to convert an object with a specific id: * * ```javascript * createFromObjects(layerName, { * id: 9 * }); * ``` * * You should only specify either `id`, `gid`, `name`, `type`, or none of them. Do not add more than * one criteria to your config. If you do not specify any criteria, then _all_ objects in the * Object Layer will be converted. * * By default this method will convert objects into `Sprite` instances, but you can override * this by providing your own class type: * * ```javascript * createFromObjects(layerName, { * gid: 26, * classType: Coin * }); * ``` * * This will convert all Objects with a gid of 26 into your custom `Coin` class. You can pass * any class type here, but it _must_ extend `Phaser.GameObjects.GameObject` as its base class. * Your class will always be passed 1 parameter: `scene`, which is a reference to either the Scene * specified in the config object or, if not given, the Scene to which this Tilemap belongs. * * All properties from object are copied into the Game Object, so you can use this as an easy * way to configure properties from within the map editor. For example giving an object a * property of `alpha: 0.5` in Tiled will be reflected in the Game Object that is created. * * Custom object properties that do not exist as a Game Object property are set in the * Game Objects {@link Phaser.GameObjects.GameObject#data data store}. * * Objects that are based on tiles (tilemap objects that are defined using the `gid` property) can be considered "hierarchical" by passing the third parameter `useTileset` true. * Data such as texture, frame (assuming you've matched tileset and spritesheet geometries), * `type` and `properties` will use the tileset information first and then override it with data set at the object level. * For instance, a tileset which includes * `[... a tileset of 16 elements...], [...ids 0, 1, and 2...], {id: 3, type: 'treadmill', speed:4}` * and an object layer which includes * `{id: 7, gid: 19, speed:5, rotation:90}` * will be interpreted as though it were * `{id: 7, gid:19, speed:5, rotation:90, type:'treadmill', texture:..., frame:3}`. * You can then suppress this behavior by setting the boolean `ignoreTileset` for each `config` that should ignore * object gid tilesets. * * You can set a `container` property in the config. If given, the class will be added to * the Container instance instead of the Scene. * You can set named texture-`key` and texture-`frame` properties, which will be set on the resultant object. * * Finally, you can provide an array of config objects, to convert multiple types of object in * a single call: * * ```javascript * createFromObjects(layerName, [ * { * gid: 26, * classType: Coin * }, * { * id: 9, * classType: BossMonster * }, * { * name: 'lava', * classType: LavaTile * }, * { * type: 'endzone', * classType: Phaser.GameObjects.Zone * } * ]); * ``` * * The signature of this method changed significantly in v3.50.0. Prior to this, it did not take config objects. * * @method Phaser.Tilemaps.Tilemap#createFromObjects * @since 3.0.0 * * @param {string} objectLayerName - The name of the Tiled object layer to create the Game Objects from. * @param {Phaser.Types.Tilemaps.CreateFromObjectLayerConfig|Phaser.Types.Tilemaps.CreateFromObjectLayerConfig[]} config - A CreateFromObjects configuration object, or an array of them. * @param {boolean} useTileset - True if objects that set gids should also search the underlying tile for properties and data. * * @return {Phaser.GameObjects.GameObject[]} An array containing the Game Objects that were created. Empty if invalid object layer, or no matching id/gid/name was found. */ createFromObjects: function (objectLayerName, config, useTileset) { var results = []; var objectLayer = this.getObjectLayer(objectLayerName); if (!objectLayer) { console.warn('createFromObjects: Invalid objectLayerName given: ' + objectLayerName); return results; } var objectHelper = new ObjectHelper(useTileset ? this.tilesets : undefined); if (!Array.isArray(config)) { config = [ config ]; } var objects = objectLayer.objects; for (var c = 0; c < config.length; c++) { var singleConfig = config[c]; var id = GetFastValue(singleConfig, 'id', null); var gid = GetFastValue(singleConfig, 'gid', null); var name = GetFastValue(singleConfig, 'name', null); var type = GetFastValue(singleConfig, 'type', null); objectHelper.enabled = !GetFastValue(singleConfig, 'ignoreTileset', null); var obj; var toConvert = []; // Sweep to get all the objects we want to convert in this pass for (var s = 0; s < objects.length; s++) { obj = objects[s]; if ( (id === null && gid === null && name === null && type === null) || (id !== null && obj.id === id) || (gid !== null && obj.gid === gid) || (name !== null && obj.name === name) || (type !== null && objectHelper.getTypeIncludingTile(obj) === type) ) { toConvert.push(obj); } } // Now let's convert them ... var classType = GetFastValue(singleConfig, 'classType', Sprite); var scene = GetFastValue(singleConfig, 'scene', this.scene); var container = GetFastValue(singleConfig, 'container', null); var texture = GetFastValue(singleConfig, 'key', null); var frame = GetFastValue(singleConfig, 'frame', null); for (var i = 0; i < toConvert.length; i++) { obj = toConvert[i]; var sprite = new classType(scene); sprite.setName(obj.name); sprite.setPosition(obj.x, obj.y); objectHelper.setTextureAndFrame(sprite, texture, frame, obj); if (obj.width) { sprite.displayWidth = obj.width; } if (obj.height) { sprite.displayHeight = obj.height; } // Origin is (0, 1) in Tiled, so find the offset that matches the Sprites origin. // Do not offset objects with zero dimensions (e.g. points). var offset = { x: sprite.originX * obj.width, y: (sprite.originY - 1) * obj.height }; // If the object is rotated, then the origin offset also needs to be rotated. if (obj.rotation) { var angle = DegToRad(obj.rotation); Rotate(offset, angle); sprite.rotation = angle; } sprite.x += offset.x; sprite.y += offset.y; if (obj.flippedHorizontal !== undefined || obj.flippedVertical !== undefined) { sprite.setFlip(obj.flippedHorizontal, obj.flippedVertical); } if (!obj.visible) { sprite.visible = false; } objectHelper.setProperties(sprite, obj); if (container) { container.add(sprite); } else { scene.add.existing(sprite); } results.push(sprite); } } return results; }, /** * Creates a Sprite for every object matching the given tile indexes in the layer. You can * optionally specify if each tile will be replaced with a new tile after the Sprite has been * 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. * * @method Phaser.Tilemaps.Tilemap#createFromTiles * @since 3.0.0 * * @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 * 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 {Phaser.Types.GameObjects.Sprite.SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e. scene.make.sprite). * @param {Phaser.Scene} [scene] - The Scene to create the Sprites within. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.GameObjects.Sprite[]} Returns an array of Tiles, or null if the layer given was invalid. */ createFromTiles: function (indexes, replacements, spriteConfig, scene, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer); }, /** * Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the * specified index. Tiles will be set to collide if the given index is a colliding index. * Collision information in the region will be recalculated. * * If no layer specified, the map's current layer is used. * This cannot be applied to StaticTilemapLayers. * * @method Phaser.Tilemaps.Tilemap#fill * @since 3.0.0 * * @param {number} index - The tile index to fill the area with. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ fill: function (index, tileX, tileY, width, height, recalculateFaces, layer) { if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, layer); return this; }, /** * For each object in the given object layer, run the given filter callback function. Any * objects 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. * * @method Phaser.Tilemaps.Tilemap#filterObjects * @since 3.0.0 * * @param {(Phaser.Tilemaps.ObjectLayer|string)} objectLayer - The name of an object layer (from Tiled) or an ObjectLayer instance. * @param {TilemapFilterCallback} callback - The callback. Each object in the given area will be passed to this callback as the first and only parameter. * @param {object} [context] - The context under which the callback should be run. * * @return {?Phaser.Types.Tilemaps.TiledObject[]} An array of object that match the search, or null if the objectLayer given was invalid. */ filterObjects: function (objectLayer, callback, context) { if (typeof objectLayer === 'string') { var name = objectLayer; objectLayer = this.getObjectLayer(objectLayer); if (!objectLayer) { console.warn('No object layer found with the name: ' + name); return null; } } return objectLayer.objects.filter(callback, context); }, /** * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given * 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. * If no layer specified, the map's current layer is used. * * @method Phaser.Tilemaps.Tilemap#filterTiles * @since 3.0.0 * * @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 {object} [context] - The context under which the callback should be run. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to filter. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to filter. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid. */ filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, layer); }, /** * Searches the entire map layer for the first tile matching the given index, then returns that Tile * object. If no match is found, it returns null. The search starts from the top-left tile and * continues horizontally until it hits the end of the row, then it drops down to the next column. * If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to * the top-left. * If no layer specified, the map's current layer is used. * * @method Phaser.Tilemaps.Tilemap#findByIndex * @since 3.0.0 * * @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 {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 {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns a Tiles, or null if the layer given was invalid. */ findByIndex: function (findIndex, skip, reverse, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.FindByIndex(findIndex, skip, reverse, layer); }, /** * Find the first object in the given object layer that satisfies the provided testing function. * I.e. finds the first object for which `callback` returns true. Similar to * Array.prototype.find in vanilla JS. * * @method Phaser.Tilemaps.Tilemap#findObject * @since 3.0.0 * * @param {(Phaser.Tilemaps.ObjectLayer|string)} objectLayer - The name of an object layer (from Tiled) or an ObjectLayer instance. * @param {TilemapFindCallback} callback - The callback. Each object in the given area will be passed to this callback as the first and only parameter. * @param {object} [context] - The context under which the callback should be run. * * @return {?Phaser.Types.Tilemaps.TiledObject} An object that matches the search, or null if no object found. */ findObject: function (objectLayer, callback, context) { if (typeof objectLayer === 'string') { var name = objectLayer; objectLayer = this.getObjectLayer(objectLayer); if (!objectLayer) { console.warn('No object layer found with the name: ' + name); return null; } } return objectLayer.objects.find(callback, context) || null; }, /** * Find the first tile in the given rectangular area (in tile coordinates) of the layer that * satisfies the provided testing function. I.e. finds the first tile for which `callback` returns * true. Similar to Array.prototype.find in vanilla JS. * If no layer specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#findTile * @since 3.0.0 * * @param {FindTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter. * @param {object} [context] - The context under which the callback should be run. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The Tile layer to run the search on. If not provided will use the current layer. * * @return {?Phaser.Tilemaps.Tile} Returns a Tiles, or null if the layer given was invalid. */ findTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, layer); }, /** * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given * callback. Similar to Array.prototype.forEach in vanilla JS. * * If no layer specified, the map's current layer is used. * * @method Phaser.Tilemaps.Tilemap#forEachTile * @since 3.0.0 * * @param {EachTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter. * @param {object} [context] - The context under which the callback should be run. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The Tile layer to run the search on. If not provided will use the current layer. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, layer); return this; }, /** * Gets the image layer index based on its name. * * @method Phaser.Tilemaps.Tilemap#getImageIndex * @since 3.0.0 * * @param {string} name - The name of the image to get. * * @return {number} The index of the image in this tilemap, or null if not found. */ getImageIndex: function (name) { return this.getIndex(this.images, name); }, /** * Return a list of all valid imagelayer names loaded in this Tilemap. * * @method Phaser.Tilemaps.Tilemap#getImageLayerNames * @since 3.21.0 * * @return {string[]} Array of valid imagelayer names / IDs loaded into this Tilemap. */ getImageLayerNames: function () { if (!this.images || !Array.isArray(this.images)) { return []; } return this.images.map(function (image) { return image.name; }); }, /** * Internally used. Returns the index of the object in one of the Tilemaps arrays whose name * property matches the given `name`. * * @method Phaser.Tilemaps.Tilemap#getIndex * @since 3.0.0 * * @param {array} location - The Tilemap array to search. * @param {string} name - The name of the array element to get. * * @return {number} The index of the element in the array, or null if not found. */ getIndex: function (location, name) { for (var i = 0; i < location.length; i++) { if (location[i].name === name) { return i; } } return null; }, /** * Gets the LayerData from `this.layers` that is associated with the given `layer`, or null if the layer is invalid. * * @method Phaser.Tilemaps.Tilemap#getLayer * @since 3.0.0 * * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The name of the layer from Tiled, the index of the layer in the map or Tilemap Layer. If not given will default to the maps current layer index. * * @return {Phaser.Tilemaps.LayerData} The corresponding LayerData within this.layers. */ getLayer: function (layer) { var index = this.getLayerIndex(layer); return (index !== null) ? this.layers[index] : null; }, /** * Gets the ObjectLayer from `this.objects` that has the given `name`, or null if no ObjectLayer is found with that name. * * @method Phaser.Tilemaps.Tilemap#getObjectLayer * @since 3.0.0 * * @param {string} [name] - The name of the object layer from Tiled. * * @return {?Phaser.Tilemaps.ObjectLayer} The corresponding `ObjectLayer` within `this.objects`, or null. */ getObjectLayer: function (name) { var index = this.getIndex(this.objects, name); return (index !== null) ? this.objects[index] : null; }, /** * Return a list of all valid objectgroup names loaded in this Tilemap. * * @method Phaser.Tilemaps.Tilemap#getObjectLayerNames * @since 3.21.0 * * @return {string[]} Array of valid objectgroup names / IDs loaded into this Tilemap. */ getObjectLayerNames: function () { if (!this.objects || !Array.isArray(this.objects)) { return []; } return this.objects.map(function (object) { return object.name; }); }, /** * Gets the LayerData index of the given `layer` within this.layers, or null if an invalid * `layer` is given. * * @method Phaser.Tilemaps.Tilemap#getLayerIndex * @since 3.0.0 * * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The name of the layer from Tiled, the index of the layer in the map or a Tilemap Layer. If not given will default to the map's current layer index. * * @return {number} The LayerData index within this.layers. */ getLayerIndex: function (layer) { if (layer === undefined) { return this.currentLayerIndex; } else if (typeof layer === 'string') { return this.getLayerIndexByName(layer); } else if (typeof layer === 'number' && layer < this.layers.length) { return layer; } else if (layer instanceof TilemapLayer) { return layer.layerIndex; } else { return null; } }, /** * Gets the index of the LayerData within this.layers that has the given `name`, or null if an * invalid `name` is given. * * @method Phaser.Tilemaps.Tilemap#getLayerIndexByName * @since 3.0.0 * * @param {string} name - The name of the layer to get. * * @return {number} The LayerData index within this.layers. */ getLayerIndexByName: function (name) { return this.getIndex(this.layers, name); }, /** * Gets a tile at the given tile coordinates from the given layer. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#getTileAt * @since 3.0.0 * * @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 {boolean} [nonNull] - If true getTile won't return null for empty tiles, but a Tile object with an index of -1. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid. */ getTileAt: function (tileX, tileY, nonNull, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTileAt(tileX, tileY, nonNull, layer); }, /** * Gets a tile at the given world coordinates from the given layer. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#getTileAtWorldXY * @since 3.0.0 * * @param {number} worldX - X position to get the tile from (given in pixels) * @param {number} worldY - Y position to get the tile from (given in pixels) * @param {boolean} [nonNull] - If true, function won't return null for empty tiles, but a Tile object with an index of -1. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid. */ getTileAtWorldXY: function (worldX, worldY, nonNull, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, layer); }, /** * Return a list of all valid tilelayer names loaded in this Tilemap. * * @method Phaser.Tilemaps.Tilemap#getTileLayerNames * @since 3.21.0 * * @return {string[]} Array of valid tilelayer names / IDs loaded into this Tilemap. */ getTileLayerNames: function () { if (!this.layers || !Array.isArray(this.layers)) { return []; } return this.layers.map(function (layer) { return layer.name; }); }, /** * Gets the tiles in the given rectangular area (in tile coordinates) of the layer. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#getTilesWithin * @since 3.0.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid. */ getTilesWithin: function (tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, layer); }, /** * Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, * Line, Rectangle or Triangle. The shape should be in world coordinates. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#getTilesWithinShape * @since 3.0.0 * * @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.Triangle)} shape - A shape in world (pixel) coordinates * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid. */ getTilesWithinShape: function (shape, filteringOptions, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, layer); }, /** * Gets the tiles in the given rectangular area (in world coordinates) of the layer. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#getTilesWithinWorldXY * @since 3.0.0 * * @param {number} worldX - The world x coordinate for the top-left of the area. * @param {number} worldY - The world y coordinate for the top-left of the area. * @param {number} width - The width of the area. * @param {number} height - The height of the area. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid. */ getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, layer); }, /** * Gets the Tileset that has the given `name`, or null if an invalid `name` is given. * * @method Phaser.Tilemaps.Tilemap#getTileset * @since 3.14.0 * * @param {string} name - The name of the Tileset to get. * * @return {?Phaser.Tilemaps.Tileset} The Tileset, or `null` if no matching named tileset was found. */ getTileset: function (name) { var index = this.getIndex(this.tilesets, name); return (index !== null) ? this.tilesets[index] : null; }, /** * Gets the index of the Tileset within this.tilesets that has the given `name`, or null if an * invalid `name` is given. * * @method Phaser.Tilemaps.Tilemap#getTilesetIndex * @since 3.0.0 * * @param {string} name - The name of the Tileset to get. * * @return {number} The Tileset index within this.tilesets. */ getTilesetIndex: function (name) { return this.getIndex(this.tilesets, name); }, /** * 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. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#hasTileAt * @since 3.0.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?boolean} Returns a boolean, or null if the layer given was invalid. */ hasTileAt: function (tileX, tileY, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.HasTileAt(tileX, tileY, layer); }, /** * Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns * false if there is no tile or if the tile at that location has an index of -1. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#hasTileAtWorldXY * @since 3.0.0 * * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?boolean} Returns a boolean, or null if the layer given was invalid. */ hasTileAtWorldXY: function (worldX, worldY, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, layer); }, /** * The LayerData object that is currently selected in the map. You can set this property using * any type supported by setLayer. * * @name Phaser.Tilemaps.Tilemap#layer * @type {Phaser.Tilemaps.LayerData} * @since 3.0.0 */ layer: { get: function () { return this.layers[this.currentLayerIndex]; }, set: function (layer) { this.setLayer(layer); } }, /** * Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index * or a Tile object. If you pass in a Tile, all attributes will be copied over to the 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. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#putTileAt * @since 3.0.0 * * @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object. * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {boolean} [recalculateFaces] - `true` if the faces data should be recalculated. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid or the coordinates were out of bounds. */ putTileAt: function (tile, tileX, tileY, recalculateFaces, layer) { if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, layer); }, /** * Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either * an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the * 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. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#putTileAtWorldXY * @since 3.0.0 * * @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object. * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {boolean} [recalculateFaces] - `true` if the faces data should be recalculated. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid. */ putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera, layer) { if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, layer); }, /** * Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified * layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, * all attributes will be copied over to the specified location. If you pass in an index, only the * index at the specified location will be changed. Collision information will be recalculated * within the region tiles were changed. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#putTilesAt * @since 3.0.0 * * @param {(number[]|number[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles or tile indexes to place. * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {boolean} [recalculateFaces] - `true` if the faces data should be recalculated. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces, layer) { if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, layer); return this; }, /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive 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. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#randomize * @since 3.0.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {number[]} [indexes] - An array of indexes to randomly draw from during randomization. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ randomize: function (tileX, tileY, width, height, indexes, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.Randomize(tileX, tileY, width, height, indexes, layer); return this; }, /** * Calculates interesting faces at the given tile coordinates of the specified layer. Interesting * 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. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#calculateFacesAt * @since 3.0.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ calculateFacesAt: function (tileX, tileY, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.CalculateFacesAt(tileX, tileY, layer); return this; }, /** * Calculates interesting faces within the rectangular area specified (in tile coordinates) of the * layer. Interesting faces are used internally for optimizing collisions against tiles. This method * is mostly used internally. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#calculateFacesWithin * @since 3.0.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ calculateFacesWithin: function (tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, layer); return this; }, /** * Removes the given TilemapLayer from this Tilemap without destroying it. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#removeLayer * @since 3.17.0 * * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to be removed. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ removeLayer: function (layer) { var index = this.getLayerIndex(layer); if (index !== null) { SpliceOne(this.layers, index); for (var i = index; i < this.layers.length; i++) { if (this.layers[i].tilemapLayer) { this.layers[i].tilemapLayer.layerIndex--; } } if (this.currentLayerIndex === index) { this.currentLayerIndex = 0; } return this; } else { return null; } }, /** * Destroys the given TilemapLayer and removes it from this Tilemap. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#destroyLayer * @since 3.17.0 * * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to be destroyed. * * @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid. */ destroyLayer: function (layer) { var index = this.getLayerIndex(layer); if (index !== null) { layer = this.layers[index]; layer.destroy(); SpliceOne(this.layers, index); if (this.currentLayerIndex === index) { this.currentLayerIndex = 0; } return this; } else { return null; } }, /** * Removes all Tilemap Layers from this Tilemap and calls `destroy` on each of them. * * @method Phaser.Tilemaps.Tilemap#removeAllLayers * @since 3.0.0 * * @return {this} This Tilemap object. */ removeAllLayers: function () { var layers = this.layers; for (var i = 0; i < layers.length; i++) { if (layers[i].tilemapLayer) { layers[i].tilemapLayer.destroy(false); } } layers.length = 0; this.currentLayerIndex = 0; return this; }, /** * Removes the given Tile, or an array of Tiles, from the layer to which they belong, * and optionally recalculates the collision information. * * @method Phaser.Tilemaps.Tilemap#removeTile * @since 3.17.0 * * @param {(Phaser.Tilemaps.Tile|Phaser.Tilemaps.Tile[])} tiles - The Tile to remove, or an array of Tiles. * @param {number} [replaceIndex=-1] - After removing the Tile, insert a brand new Tile into its location with the given index. Leave as -1 to just remove the tile. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * * @return {Phaser.Tilemaps.Tile[]} Returns an array of Tiles that were removed. */ removeTile: function (tiles, replaceIndex, recalculateFaces) { if (replaceIndex === undefined) { replaceIndex = -1; } if (recalculateFaces === undefined) { recalculateFaces = true; } var removed = []; if (!Array.isArray(tiles)) { tiles = [ tiles ]; } for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; removed.push(this.removeTileAt(tile.x, tile.y, true, recalculateFaces, tile.tilemapLayer)); if (replaceIndex > -1) { this.putTileAt(replaceIndex, tile.x, tile.y, recalculateFaces, tile.tilemapLayer); } } return removed; }, /** * Removes the tile at the given tile coordinates in the specified layer and updates the layers collision information. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#removeTileAt * @since 3.0.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {boolean} [replaceWithNull] - If `true` (the default), this will replace the tile at the specified location with null instead of a Tile with an index of -1. * @param {boolean} [recalculateFaces] - If `true` (the default), the faces data will be recalculated. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns the Tile that was removed, or null if the layer given was invalid. */ removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces, layer) { if (replaceWithNull === undefined) { replaceWithNull = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, layer); }, /** * Removes the tile at the given world coordinates in the specified layer and updates the layers collision information. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#removeTileAtWorldXY * @since 3.0.0 * * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {boolean} [replaceWithNull] - If `true` (the default), this will replace the tile at the specified location with null instead of a Tile with an index of -1. * @param {boolean} [recalculateFaces] - If `true` (the default), the faces data will be recalculated. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tile} Returns a Tile, or null if the layer given was invalid. */ removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera, layer) { if (replaceWithNull === undefined) { replaceWithNull = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, layer); }, /** * Draws a debug representation of the layer to the given Graphics object. 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. * * If no layer is specified, the maps current layer is used. * * **Note:** This method currently only works with orthogonal tilemap layers. * * @method Phaser.Tilemaps.Tilemap#renderDebug * @since 3.0.0 * * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon. * @param {Phaser.Types.Tilemaps.StyleConfig} [styleConfig] - An object specifying the colors to use for the debug drawing. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ renderDebug: function (graphics, styleConfig, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } if (this.orientation === ORIENTATION.ORTHOGONAL) { TilemapComponents.RenderDebug(graphics, styleConfig, layer); } return this; }, /** * Draws a debug representation of all layers within this Tilemap to the given Graphics object. * * 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. * * @method Phaser.Tilemaps.Tilemap#renderDebugFull * @since 3.17.0 * * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon. * @param {Phaser.Types.Tilemaps.StyleConfig} [styleConfig] - An object specifying the colors to use for the debug drawing. * * @return {this} This Tilemap instance. */ renderDebugFull: function (graphics, styleConfig) { var layers = this.layers; for (var i = 0; i < layers.length; i++) { TilemapComponents.RenderDebug(graphics, styleConfig, layers[i]); } return this; }, /** * Scans the given rectangular area (given in tile coordinates) for tiles with an index matching * `findIndex` and updates their index to match `newIndex`. This only modifies the index and does * not change collision information. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#replaceByIndex * @since 3.0.0 * * @param {number} findIndex - The index of the tile to search for. * @param {number} newIndex - The index of the tile to replace it with. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, layer); return this; }, /** * Sets collision on the given tile or tiles within a layer by index. You can pass in either a * 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). * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setCollision * @since 3.0.0 * * @param {(number|array)} indexes - Either a single tile index, or an array of tile indexes. * @param {boolean} [collides] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces] - Whether or not to recalculate the tile faces after the update. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * @param {boolean} [updateLayer=true] - If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setCollision: function (indexes, collides, recalculateFaces, layer, updateLayer) { if (collides === undefined) { collides = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } if (updateLayer === undefined) { updateLayer = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetCollision(indexes, collides, recalculateFaces, layer, updateLayer); return this; }, /** * Sets collision on a range of tiles in a layer whose index is between the specified `start` and * `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set * collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be * enabled (true) or disabled (false). * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setCollisionBetween * @since 3.0.0 * * @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 {boolean} [collides] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces] - Whether or not to recalculate the tile faces after the update. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setCollisionBetween: function (start, stop, collides, recalculateFaces, layer) { if (collides === undefined) { collides = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, layer); return this; }, /** * Sets collision on the tiles within a layer by checking tile properties. If a tile has a property * that matches the given properties object, its collision flag will be set. The `collides` * parameter controls if collision will be enabled (true) or disabled (false). Passing in * `{ collides: true }` would update the collision flag on any tiles with a "collides" property that * has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can * also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a * "types" property that matches any of those values, its collision flag will be updated. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setCollisionByProperty * @since 3.0.0 * * @param {object} properties - An object with tile properties and corresponding values that should be checked. * @param {boolean} [collides] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces] - Whether or not to recalculate the tile faces after the update. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setCollisionByProperty: function (properties, collides, recalculateFaces, layer) { if (collides === undefined) { collides = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, layer); return this; }, /** * Sets collision on all tiles in the given layer, except for tiles that have an index specified in * the given array. The `collides` parameter controls if collision will be enabled (true) or * disabled (false). Tile indexes not currently in the layer are not affected. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setCollisionByExclusion * @since 3.0.0 * * @param {number[]} indexes - An array of the tile indexes to not be counted for collision. * @param {boolean} [collides] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces] - Whether or not to recalculate the tile faces after the update. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setCollisionByExclusion: function (indexes, collides, recalculateFaces, layer) { if (collides === undefined) { collides = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, layer); return this; }, /** * Sets collision on the tiles within a layer by checking each tiles collision group data * (typically defined in Tiled within the tileset collision editor). If any objects are found within * a tiles collision group, the tiles colliding information will be set. The `collides` parameter * controls if collision will be enabled (true) or disabled (false). * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setCollisionFromCollisionGroup * @since 3.0.0 * * @param {boolean} [collides] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces] - Whether or not to recalculate the tile faces after the update. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setCollisionFromCollisionGroup: function (collides, recalculateFaces, layer) { if (collides === undefined) { collides = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, layer); return this; }, /** * Sets a global collision callback for the given tile index within the layer. This will affect all * tiles on this layer that have the same index. If a callback is already set for the tile index it * 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`. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setTileIndexCallback * @since 3.0.0 * * @param {(number|number[])} indexes - Either a single tile index, or an array of tile indexes to have a collision callback set for. All values should be integers. * @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 {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setTileIndexCallback: function (indexes, callback, callbackContext, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, layer); return this; }, /** * Sets a collision callback for the given rectangular area (in tile coordinates) within the layer. * If a callback is already set for the tile index it will be replaced. Set the callback to null to * remove it. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#setTileLocationCallback * @since 3.0.0 * * @param {number} tileX - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} tileY - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} width - How many tiles wide from the `tileX` index the area will be. * @param {number} height - How many tiles tall from the `tileY` index the area will be. * @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 {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, layer); return this; }, /** * Sets the current layer to the LayerData associated with `layer`. * * @method Phaser.Tilemaps.Tilemap#setLayer * @since 3.0.0 * * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The name of the layer from Tiled, the index of the layer in the map or a TilemapLayer. If not given will default to the maps current layer index. * * @return {this} This Tilemap object. */ setLayer: function (layer) { var index = this.getLayerIndex(layer); if (index !== null) { this.currentLayerIndex = index; } return this; }, /** * Sets the base tile size for the map. Note: this does not necessarily match the tileWidth and * tileHeight for all layers. This also updates the base size on all tiles across all layers. * * @method Phaser.Tilemaps.Tilemap#setBaseTileSize * @since 3.0.0 * * @param {number} tileWidth - The width of the tiles the map uses for calculations. * @param {number} tileHeight - The height of the tiles the map uses for calculations. * * @return {this} This Tilemap object. */ setBaseTileSize: function (tileWidth, tileHeight) { this.tileWidth = tileWidth; this.tileHeight = tileHeight; this.widthInPixels = this.width * tileWidth; this.heightInPixels = this.height * tileHeight; // Update the base tile size on all layers & tiles for (var i = 0; i < this.layers.length; i++) { this.layers[i].baseTileWidth = tileWidth; this.layers[i].baseTileHeight = 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++) { var tile = mapData[row][col]; if (tile !== null) { tile.setSize(undefined, undefined, tileWidth, tileHeight); } } } } return this; }, /** * Sets the tile size for a specific `layer`. Note: this does not necessarily match the maps * tileWidth and tileHeight for all layers. This will set the tile size for the layer and any * tiles the layer has. * * @method Phaser.Tilemaps.Tilemap#setLayerTileSize * @since 3.0.0 * * @param {number} tileWidth - The width of the tiles (in pixels) in the layer. * @param {number} tileHeight - The height of the tiles (in pixels) in the layer. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The name of the layer from Tiled, the index of the layer in the map or a TilemapLayer. If not given will default to the maps current layer index. * * @return {this} This Tilemap object. */ 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++) { for (var col = 0; col < mapWidth; col++) { var tile = mapData[row][col]; if (tile !== null) { tile.setSize(tileWidth, tileHeight); } } } return this; }, /** * Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given * layer. It will only randomize the tiles in that area, so if they're all the same nothing will * appear to have changed! This method only modifies tile indexes and does not change collision * information. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#shuffle * @since 3.0.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ shuffle: function (tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.Shuffle(tileX, tileY, width, height, layer); return this; }, /** * Scans the given rectangular area (given in tile coordinates) for tiles with an index matching * `indexA` and swaps then with `indexB`. This only modifies the index and does not change collision * information. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#swapByIndex * @since 3.0.0 * * @param {number} tileA - First tile index. * @param {number} tileB - Second tile index. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ swapByIndex: function (indexA, indexB, tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, layer); return this; }, /** * Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the * layers position, scale and scroll. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#tileToWorldX * @since 3.0.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?number} Returns a number, or null if the layer given was invalid. */ tileToWorldX: function (tileX, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return this._convert.TileToWorldX(tileX, camera, layer); }, /** * Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the * layers position, scale and scroll. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#tileToWorldY * @since 3.0.0 * * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?number} Returns a number, or null if the layer given was invalid. */ tileToWorldY: function (tileX, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return this._convert.TileToWorldY(tileX, camera, layer); }, /** * Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the * layers position, scale and scroll. This will return a new Vector2 object or update the given * `point` object. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#tileToWorldXY * @since 3.0.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {Phaser.Math.Vector2} [vec2] - A Vector2 to store the coordinates in. If not given a new Vector2 is created. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Math.Vector2} Returns a Vector2, or null if the layer given was invalid. */ tileToWorldXY: function (tileX, tileY, vec2, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return this._convert.TileToWorldXY(tileX, tileY, vec2, camera, layer); }, /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive a new index. New indexes are drawn from the given * weightedIndexes array. An example weighted array: * * [ * { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 * { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 * { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 * { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 * ] * * The probability of any index being picked is (the indexs weight) / (sum of all weights). This * method only modifies tile indexes and does not change collision information. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#weightedRandomize * @since 3.0.0 * * @param {object[]} weightedIndexes - An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Tilemaps.Tilemap} Return this Tilemap object, or null if the layer given was invalid. */ weightedRandomize: function (weightedIndexes, tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, layer); return this; }, /** * Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the * layers position, scale and scroll. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#worldToTileX * @since 3.0.0 * * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles. * @param {boolean} [snapToFloor] - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?number} Returns a number, or null if the layer given was invalid. */ worldToTileX: function (worldX, snapToFloor, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return this._convert.WorldToTileX(worldX, snapToFloor, camera, layer); }, /** * Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the * layers position, scale and scroll. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#worldToTileY * @since 3.0.0 * * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles. * @param {boolean} [snapToFloor] - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?number} Returns a number, or null if the layer given was invalid. */ worldToTileY: function (worldY, snapToFloor, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return this._convert.WorldToTileY(worldY, snapToFloor, camera, layer); }, /** * Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the * layers position, scale and scroll. This will return a new Vector2 object or update the given * `point` object. * * If no layer is specified, the maps current layer is used. * * @method Phaser.Tilemaps.Tilemap#worldToTileXY * @since 3.0.0 * * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles. * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles. * @param {boolean} [snapToFloor] - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Math.Vector2} [vec2] - A Vector2 to store the coordinates in. If not given a new Vector2 is created. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * @param {(string|number|Phaser.Tilemaps.TilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used. * * @return {?Phaser.Math.Vector2} Returns a vec2, or null if the layer given was invalid. */ worldToTileXY: function (worldX, worldY, snapToFloor, vec2, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return this._convert.WorldToTileXY(worldX, worldY, snapToFloor, vec2, camera, layer); }, /** * Removes all layer data from this Tilemap and nulls the scene reference. This will destroy any * TilemapLayers that have been created. * * @method Phaser.Tilemaps.Tilemap#destroy * @since 3.0.0 */ destroy: function () { this.removeAllLayers(); this.tilesets.length = 0; this.objects.length = 0; this.scene = null; } }); module.exports = Tilemap;