///
///
///
/**
* Phaser - TilemapLayer
*
* A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
*/
module Phaser {
export class TilemapLayer {
/**
* TilemapLayer constructor
* Create a new TilemapLayer
.
*
* @param game {Phaser.Game} Current game instance.
* @param parent {Tilemap} The tilemap that contains this layer.
* @param key {string} Asset key for this map.
* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
* @param name {string} Name of this layer, so you can get this layer by its name.
* @param tileWidth {number} Width of tiles in this map.
* @param tileHeight {number} Height of tiles in this map.
*/
constructor(game: Game, parent:Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) {
this._game = game;
this._parent = parent;
this.name = name;
this.mapFormat = mapFormat;
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.boundsInTiles = new Rectangle();
//this.scrollFactor = new MicroPoint(1, 1);
this.canvas = game.stage.canvas;
this.context = game.stage.context;
this.mapData = [];
this._tempTileBlock = [];
this._texture = this._game.cache.getImage(key);
}
/**
* Local private reference to game.
*/
private _game: Game;
/**
* The tilemap that contains this layer.
* @type {Tilemap}
*/
private _parent: Tilemap;
/**
* Tileset of this layer.
*/
private _texture;
private _tileOffsets;
private _startX: number = 0;
private _startY: number = 0;
private _maxX: number = 0;
private _maxY: number = 0;
private _tx: number = 0;
private _ty: number = 0;
private _dx: number = 0;
private _dy: number = 0;
private _oldCameraX: number = 0;
private _oldCameraY: number = 0;
private _columnData;
private _tempTileX: number;
private _tempTileY: number;
private _tempTileW: number;
private _tempTileH: number;
private _tempTileBlock;
private _tempBlockResults;
/**
* Name of this layer, so you can get this layer by its name.
* @type {string}
*/
public name: string;
/**
* A reference to the Canvas this GameObject will render to
* @type {HTMLCanvasElement}
*/
public canvas: HTMLCanvasElement;
/**
* A reference to the Canvas Context2D this GameObject will render to
* @type {CanvasRenderingContext2D}
*/
public context: CanvasRenderingContext2D;
/**
* Opacity of this layer.
* @type {number}
*/
public alpha: number = 1;
/**
* Controls whether update() and draw() are automatically called.
* @type {boolean}
*/
public exists: bool = true;
/**
* Controls whether draw() are automatically called.
* @type {boolean}
*/
public visible: bool = true;
//public scrollFactor: MicroPoint;
/**
* @type {string}
*/
public orientation: string;
/**
* Properties of this map layer. (normally set by map editors)
*/
public properties: {};
/**
* Map data in a 2d array, its element is a index number for that tile.
* @type {number[][]}
*/
public mapData;
/**
* Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
*/
public mapFormat: number;
/**
* It's width and height are in tiles instead of pixels.
* @type {Rectangle}
*/
public boundsInTiles: Rectangle;
/**
* Width of each tile.
* @type {number}
*/
public tileWidth: number;
/**
* Height of a single tile.
* @type {number}
*/
public tileHeight: number;
/**
* How many tiles in each row.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
public widthInTiles: number = 0;
/**
* How many tiles in each column.
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
public heightInTiles: number = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
public widthInPixels: number = 0;
/**
* Read-only variable, do NOT recommend changing after the map is loaded!
* @type {number}
*/
public heightInPixels: number = 0;
/**
* Distance between REAL tiles to the tileset texture bound.
* @type {number}
*/
public tileMargin: number = 0;
/**
* Distance between every 2 neighbor tile in the tileset texture.
* @type {number}
*/
public tileSpacing: number = 0;
/**
* Set a specific tile with its x and y in tiles.
* @param x {number} X position of this tile.
* @param y {number} Y position of this tile.
* @param index {number} The index of this tile type in the core map data.
*/
public putTile(x: number, y: number, index: number) {
x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
this.mapData[y][x] = index;
}
}
}
/**
* Swap tiles with 2 kinds of indexes.
* @param tileA {number} First tile index.
* @param tileB {number} Second tile index.
* @param [x] {number} specify a Rectangle of tiles to operate. The x position in tiles of Rectangle's left-top corner.
* @param [y] {number} specify a Rectangle of tiles to operate. The y position in tiles of Rectangle's left-top corner.
* @param [width] {number} specify a Rectangle of tiles to operate. The width in tiles.
* @param [height] {number} specify a Rectangle of tiles to operate. The height in tiles.
*/
public swapTile(tileA: number, tileB: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// First sweep marking tileA as needing a new index
if (this._tempTileBlock[r].tile.index == tileA)
{
this._tempTileBlock[r].newIndex = true;
}
// In the same pass we can swap tileB to tileA
if (this._tempTileBlock[r].tile.index == tileB)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
}
}
for (var r = 0; r < this._tempTileBlock.length; r++)
{
// And now swap our newIndex tiles for tileB
if (this._tempTileBlock[r].newIndex == true)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
}
/**
* Fill a tile block with a specific tile index.
* @param index {number} Index of tiles you want to fill with.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
public fillTile(index: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
}
}
/**
* Set random tiles to a specific tile block.
* @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
public randomiseTiles(tiles: number[], x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this._game.math.getRandom(tiles);
}
}
/**
* Replace one kind of tiles to another kind.
* @param tileA {number} Index of tiles you want to replace.
* @param tileB {number} Index of tiles you want to set.
* @param [x] {number} x position (in tiles) of block's left-top corner.
* @param [y] {number} y position (in tiles) of block's left-top corner.
* @param [width] {number} width of block.
* @param [height] {number} height of block.
*/
public replaceTile(tileA: number, tileB: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
if (this._tempTileBlock[r].tile.index == tileA)
{
this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
}
}
}
/**
* Get a tile block with specific position and size.(both are in tiles)
* @param x {number} X position of block's left-top corner.
* @param y {number} Y position of block's left-top corner.
* @param width {number} Width of block.
* @param height {number} Height of block.
*/
public getTileBlock(x: number, y: number, width: number, height: number) {
var output = [];
this.getTempBlock(x, y, width, height);
for (var r = 0; r < this._tempTileBlock.length; r++)
{
output.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
}
return output;
}
/**
* Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile)
* @param x {number} X position of the point in target tile.
* @param x {number} Y position of the point in target tile.
*/
public getTileFromWorldXY(x: number, y: number): number {
x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
return this.getTileIndex(x, y);
}
/**
* Get tiles overlaps the given object.
* @param object {GameObject} Tiles you want to get that overlaps this.
* @return {array} Array with tiles informations. (Each contains x, y and the tile.)
*/
public getTileOverlaps(object: Sprite) {
// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
if (object.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.bounds.bottom > this.heightInPixels)
{
return;
}
// What tiles do we need to check against?
this._tempTileX = this._game.math.snapToFloor(object.body.bounds.x, this.tileWidth) / this.tileWidth;
this._tempTileY = this._game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
this._tempTileW = (this._game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
this._tempTileH = (this._game.math.snapToCeil(object.body.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
this._tempBlockResults = [];
this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
Phaser.Physics.PhysicsManager.TILE_OVERLAP = false;
for (var r = 0; r < this._tempTileBlock.length; r++)
{
if (this._game.world.physics.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
{
this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
}
}
return this._tempBlockResults;
}
/**
* Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock)
* @param x {number} X position of block's left-top corner.
* @param y {number} Y position of block's left-top corner.
* @param width {number} Width of block.
* @param height {number} Height of block.
* @param collisionOnly {boolean} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
*/
private getTempBlock(x: number, y: number, width: number, height: number, collisionOnly?: bool = false) {
if (x < 0)
{
x = 0;
}
if (y < 0)
{
y = 0;
}
if (width > this.widthInTiles)
{
width = this.widthInTiles;
}
if (height > this.heightInTiles)
{
height = this.heightInTiles;
}
this._tempTileBlock = [];
for (var ty = y; ty < y + height; ty++)
{
for (var tx = x; tx < x + width; tx++)
{
if (collisionOnly)
{
// We only want to consider the tile for checking if you can actually collide with it
if (this.mapData[ty] && this.mapData[ty][tx] && this._parent.tiles[this.mapData[ty][tx]].allowCollisions != Types.NONE)
{
this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
}
}
else
{
if (this.mapData[ty] && this.mapData[ty][tx])
{
this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
}
}
}
}
}
/**
* Get the tile index of specific position (in tiles).
* @param x {number} X position of the tile.
* @param y {number} Y position of the tile.
* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
*/
public getTileIndex(x: number, y: number): number {
if (y >= 0 && y < this.mapData.length)
{
if (x >= 0 && x < this.mapData[y].length)
{
return this.mapData[y][x];
}
}
return null;
}
/**
* Add a column of tiles into the layer.
* @param column {string[]/number[]} An array of tile indexes to be added.
*/
public addColumn(column) {
var data = [];
for (var c = 0; c < column.length; c++)
{
data[c] = parseInt(column[c]);
}
if (this.widthInTiles == 0)
{
this.widthInTiles = data.length;
this.widthInPixels = this.widthInTiles * this.tileWidth;
}
this.mapData.push(data);
this.heightInTiles++;
this.heightInPixels += this.tileHeight;
}
/**
* Update boundsInTiles with widthInTiles and heightInTiles.
*/
public updateBounds() {
this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
}
/**
* Parse tile offsets from map data.
* @return {number} length of _tileOffsets array.
*/
public parseTileOffsets():number {
this._tileOffsets = [];
var i = 0;
if (this.mapFormat == Tilemap.FORMAT_TILED_JSON)
{
// For some reason Tiled counts from 1 not 0
this._tileOffsets[0] = null;
i = 1;
}
for (var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing))
{
for (var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing))
{
this._tileOffsets[i] = { x: tx, y: ty };
i++;
}
}
return this._tileOffsets.length;
}
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
this.context.fillStyle = color;
this.context.fillText('TilemapLayer: ' + this.name, x, y);
this.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
this.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
this.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
}
/**
* Render this layer to a specific camera with offset to camera.
* @param camera {Camera} The camera the layer is going to be rendered.
* @param dx {number} X offset to the camera.
* @param dy {number} Y offset to the camera.
* @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed.
*/
public render(camera: Camera, dx, dy): bool {
if (this.visible === false || this.alpha < 0.1)
{
return false;
}
// Work out how many tiles we can fit into our camera and round it up for the edges
this._maxX = this._game.math.ceil(camera.width / this.tileWidth) + 1;
this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1;
// And now work out where in the tilemap the camera actually is
this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth);
this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight);
// Tilemap bounds check
if (this._startX < 0)
{
this._startX = 0;
}
if (this._startY < 0)
{
this._startY = 0;
}
if (this._maxX > this.widthInTiles)
{
this._maxX = this.widthInTiles;
}
if (this._maxY > this.heightInTiles)
{
this._maxY = this.heightInTiles;
}
if (this._startX + this._maxX > this.widthInTiles)
{
this._startX = this.widthInTiles - this._maxX;
}
if (this._startY + this._maxY > this.heightInTiles)
{
this._startY = this.heightInTiles - this._maxY;
}
// Finally get the offset to avoid the blocky movement
this._dx = dx;
this._dy = dy;
this._dx += -(camera.worldView.x - (this._startX * this.tileWidth));
this._dy += -(camera.worldView.y - (this._startY * this.tileHeight));
this._tx = this._dx;
this._ty = this._dy;
// Apply camera difference
/*
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
{
this._dx -= (camera.worldView.x * this.scrollFactor.x);
this._dy -= (camera.worldView.y * this.scrollFactor.y);
}
*/
// Alpha
if (this.alpha !== 1)
{
var globalAlpha = this.context.globalAlpha;
this.context.globalAlpha = this.alpha;
}
for (var row = this._startY; row < this._startY + this._maxY; row++)
{
this._columnData = this.mapData[row];
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
{
if (this._tileOffsets[this._columnData[tile]])
{
this.context.drawImage(
this._texture, // Source Image
this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
this._tileOffsets[this._columnData[tile]].y, // Source Y
this.tileWidth, // Source Width
this.tileHeight, // Source Height
this._tx, // Destination X (where on the canvas it'll be drawn)
this._ty, // Destination Y
this.tileWidth, // Destination Width (always same as Source Width unless scaled)
this.tileHeight // Destination Height (always same as Source Height unless scaled)
);
}
this._tx += this.tileWidth;
}
this._tx = this._dx;
this._ty += this.tileHeight;
}
if (globalAlpha > -1)
{
this.context.globalAlpha = globalAlpha;
}
return true;
}
}
}