/// /** * Phaser - Tilemap * * This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size. * Internally it creates a TilemapLayer for each layer in the tilemap. */ var Phaser; (function (Phaser) { var Tilemap = (function () { /** * Tilemap constructor * Create a new Tilemap. * * @param game {Phaser.Game} Current game instance. * @param key {string} Asset key for this map. * @param mapData {string} Data of this map. (a big 2d array, normally in csv) * @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. * @param resizeWorld {boolean} Resize the world bound automatically based on this tilemap? * @param tileWidth {number} Width of tiles in this map. * @param tileHeight {number} Height of tiles in this map. */ function Tilemap(game, key, mapData, format, resizeWorld, tileWidth, tileHeight) { if (typeof resizeWorld === "undefined") { resizeWorld = true; } if (typeof tileWidth === "undefined") { tileWidth = 0; } if (typeof tileHeight === "undefined") { tileHeight = 0; } /** * z order value of the object. */ this.z = -1; /** * Render iteration counter */ this.renderOrderID = 0; /** * Tilemap collision callback. * @type {function} */ this.collisionCallback = null; this.game = game; this.type = Phaser.Types.TILEMAP; this.exists = true; this.active = true; this.visible = true; this.alive = true; this.z = -1; this.group = null; this.name = ''; this.texture = new Phaser.Display.Texture(this); this.transform = new Phaser.Components.TransformManager(this); this.tiles = []; this.layers = []; this.mapFormat = format; switch (format) { case Tilemap.FORMAT_CSV: this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight); break; case Tilemap.FORMAT_TILED_JSON: this.parseTiledJSON(game.cache.getText(mapData), key); break; } if (this.currentLayer && resizeWorld) { this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true); } } /** * Parset csv map data and generate tiles. * @param data {string} CSV map data. * @param key {string} Asset key for tileset image. * @param tileWidth {number} Width of its tile. * @param tileHeight {number} Height of its tile. */ Tilemap.prototype.parseCSV = function (data, key, tileWidth, tileHeight) { var layer = new TilemapLayer(this, 0, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); // Trim any rogue whitespace from the data data = data.trim(); var rows = data.split("\n"); for (var i = 0; i < rows.length; i++) { var column = rows[i].split(","); if (column.length > 0) { layer.addColumn(column); } } layer.updateBounds(); var tileQuantity = layer.parseTileOffsets(); this.currentLayer = layer; this.collisionLayer = layer; this.layers.push(layer); this.generateTiles(tileQuantity); }; /** * Parse JSON map data and generate tiles. * @param data {string} JSON map data. * @param key {string} Asset key for tileset image. */ Tilemap.prototype.parseTiledJSON = function (data, key) { // Trim any rogue whitespace from the data data = data.trim(); var json = JSON.parse(data); for (var i = 0; i < json.layers.length; i++) { var layer = new TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); if (!json.layers[i].data) { continue; } layer.alpha = json.layers[i].opacity; layer.visible = json.layers[i].visible; layer.tileMargin = json.tilesets[0].margin; layer.tileSpacing = json.tilesets[0].spacing; var c = 0; var row; for (var t = 0; t < json.layers[i].data.length; t++) { if (c == 0) { row = []; } row.push(json.layers[i].data[t]); c++; if (c == json.layers[i].width) { layer.addColumn(row); c = 0; } } layer.updateBounds(); var tileQuantity = layer.parseTileOffsets(); this.currentLayer = layer; this.collisionLayer = layer; this.layers.push(layer); } this.generateTiles(tileQuantity); }; /** * Create tiles of given quantity. * @param qty {number} Quentity of tiles to be generated. */ Tilemap.prototype.generateTiles = function (qty) { for (var i = 0; i < qty; i++) { this.tiles.push(new Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight)); } }; Object.defineProperty(Tilemap.prototype, "widthInPixels", { get: function () { return this.currentLayer.widthInPixels; }, enumerable: true, configurable: true }); Object.defineProperty(Tilemap.prototype, "heightInPixels", { get: function () { return this.currentLayer.heightInPixels; }, enumerable: true, configurable: true }); // Tile Collision /** * Set callback to be called when this tilemap collides. * @param context {object} Callback will be called with this context. * @param callback {function} Callback function. */ Tilemap.prototype.setCollisionCallback = function (context, callback) { this.collisionCallbackContext = context; this.collisionCallback = callback; }; /** * Set collision configs of tiles in a range index. * @param start {number} First index of tiles. * @param end {number} Last index of tiles. * @param collision {number} Bit field of flags. (see Tile.allowCollision) * @param resetCollisions {boolean} Reset collision flags before set. * @param separateX {boolean} Enable seprate at x-axis. * @param separateY {boolean} Enable seprate at y-axis. */ Tilemap.prototype.setCollisionRange = function (start, end, collision, resetCollisions, separateX, separateY) { if (typeof collision === "undefined") { collision = Phaser.Types.ANY; } if (typeof resetCollisions === "undefined") { resetCollisions = false; } if (typeof separateX === "undefined") { separateX = true; } if (typeof separateY === "undefined") { separateY = true; } for (var i = start; i < end; i++) { this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY); } }; /** * Set collision configs of tiles with given index. * @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters. * @param collision {number} Bit field of flags. (see Tile.allowCollision) * @param resetCollisions {boolean} Reset collision flags before set. * @param separateX {boolean} Enable seprate at x-axis. * @param separateY {boolean} Enable seprate at y-axis. */ Tilemap.prototype.setCollisionByIndex = function (values, collision, resetCollisions, separateX, separateY) { if (typeof collision === "undefined") { collision = Phaser.Types.ANY; } if (typeof resetCollisions === "undefined") { resetCollisions = false; } if (typeof separateX === "undefined") { separateX = true; } if (typeof separateY === "undefined") { separateY = true; } for (var i = 0; i < values.length; i++) { this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY); } }; // Tile Management /** * Get the tile by its index. * @param value {number} Index of the tile you want to get. * @return {Tile} The tile with given index. */ Tilemap.prototype.getTileByIndex = function (value) { if (this.tiles[value]) { return this.tiles[value]; } return null; }; /** * Get the tile located at specific position and layer. * @param x {number} X position of this tile located. * @param y {number} Y position of this tile located. * @param [layer] {number} layer of this tile located. * @return {Tile} The tile with specific properties. */ Tilemap.prototype.getTile = function (x, y, layer) { if (typeof layer === "undefined") { layer = this.currentLayer.ID; } return this.tiles[this.layers[layer].getTileIndex(x, y)]; }; /** * Get the tile located at specific position (in world coordinate) and layer. (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. * @param [layer] {number} layer of this tile located. * @return {Tile} The tile with specific properties. */ Tilemap.prototype.getTileFromWorldXY = function (x, y, layer) { if (typeof layer === "undefined") { layer = this.currentLayer.ID; } return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)]; }; /** * Gets the tile underneath the Input.x/y position * @param layer The layer to check, defaults to 0 * @returns {Tile} */ Tilemap.prototype.getTileFromInputXY = function (layer) { if (typeof layer === "undefined") { layer = this.currentLayer.ID; } return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)]; }; /** * Get tiles overlaps the given object. * @param object {GameObject} Tiles you want to get that overlaps this. * @return {array} Array with tiles information. (Each contains x, y and the tile.) */ Tilemap.prototype.getTileOverlaps = function (object) { return this.currentLayer.getTileOverlaps(object); }; // COLLIDE /** * Check whether this tilemap collides with the given game object or group of objects. * @param objectOrGroup {function} Target object of group you want to check. * @param callback {function} This is called if objectOrGroup collides the tilemap. * @param context {object} Callback will be called with this context. * @return {boolean} Return true if this collides with given object, otherwise return false. */ Tilemap.prototype.collide = function (objectOrGroup, callback, context) { if (typeof objectOrGroup === "undefined") { objectOrGroup = null; } if (typeof callback === "undefined") { callback = null; } if (typeof context === "undefined") { context = null; } if (callback !== null && context !== null) { this.collisionCallback = callback; this.collisionCallbackContext = context; } if (objectOrGroup == null) { objectOrGroup = this.game.world.group; } if (objectOrGroup.isGroup == false) { this.collideGameObject(objectOrGroup); } else { objectOrGroup.forEachAlive(this, this.collideGameObject, true); } }; /** * Check whether this tilemap collides with the given game object. * @param object {GameObject} Target object you want to check. * @return {boolean} Return true if this collides with given object, otherwise return false. */ Tilemap.prototype.collideGameObject = function (object) { if (object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE) { this._tempCollisionData = this.collisionLayer.getTileOverlaps(object); if (this.collisionCallback !== null && this._tempCollisionData.length > 0) { this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData); } return true; } else { return false; } }; /** * Set a tile to a specific layer. * @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. * @param [layer] {number} which layer you want to set the tile to. */ Tilemap.prototype.putTile = function (x, y, index, layer) { if (typeof layer === "undefined") { layer = this.currentLayer.ID; } this.layers[layer].putTile(x, y, index); }; Tilemap.prototype.destroy = function () { this.texture = null; this.transform = null; this.tiles.length = 0; this.layers.length = 0; }; Tilemap.FORMAT_CSV = 0; Tilemap.FORMAT_TILED_JSON = 1; return Tilemap; })(); Phaser.Tilemap = Tilemap; })(Phaser || (Phaser = {}));