Source: tilemap/TilemapLayer.js

/**
* @author       Richard Davey <rich@photonstorm.com>
* @copyright    2014 Photon Storm Ltd.
* @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/

/**
* A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game.
*
* @class Phaser.TilemapLayer
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
* @param {number} index - The layer index within the map that this TilemapLayer represents.
* @param {number} width - Width of the renderable area of the layer.
* @param {number} height - Height of the renderable area of the layer.
*/
Phaser.TilemapLayer = function (game, tilemap, index, width, height) {

    /**
    * @property {Phaser.Game} game - A reference to the currently running Game.
    */
    this.game = game;

    /**
    * @property {Phaser.Tilemap} map - The Tilemap to which this layer is bound.
    */
    this.map = tilemap;

    /**
    * @property {number} index - The index of this layer within the Tilemap.
    */
    this.index = index;

    /**
    * @property {object} layer - The layer object within the Tilemap that this layer represents.
    */
    this.layer = tilemap.layers[index];

    /**
    * @property {HTMLCanvasElement} canvas - The canvas to which this TilemapLayer draws.
    */
    this.canvas = Phaser.Canvas.create(width, height, '', true);

    /**
    * @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
    */
    this.context = this.canvas.getContext('2d');

    /**
    * @property {PIXI.BaseTexture} baseTexture - Required Pixi var.
    */
    this.baseTexture = new PIXI.BaseTexture(this.canvas);

    /**
    * @property {PIXI.Texture} texture - Required Pixi var.
    */
    this.texture = new PIXI.Texture(this.baseTexture);

    /**
    * @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
    */
    this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid());

    Phaser.Image.call(this, this.game, 0, 0, this.texture, this.textureFrame);

    /**
    * @property {string} name - The name of the layer.
    */
    this.name = '';

    /**
    * @property {number} type - The const type of this object.
    * @default
    */
    this.type = Phaser.TILEMAPLAYER;

    /**
    * An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
    * @property {boolean} fixedToCamera - Fixes this object to the Camera.
    * @default
    */
    this.fixedToCamera = true;

    /**
    * @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
    */
    this.cameraOffset = new Phaser.Point(0, 0);

    /**
    * @property {string} tileColor - If no tileset is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format.
    * @default
    */
    this.tileColor = 'rgb(255, 255, 255)';

    /**
    * @property {boolean} debug - If set to true the collideable tile edges path will be rendered. Only works when game is running in Phaser.CANVAS mode.
    * @default
    */
    this.debug = false;

    /**
    * @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
    * @default
    */
    this.debugAlpha = 0.5;

    /**
    * @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format.
    * @default
    */
    this.debugColor = 'rgba(0, 255, 0, 1)';

    /**
    * @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around.
    * @default
    */
    this.debugFill = false;

    /**
    * @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format.
    * @default
    */
    this.debugFillColor = 'rgba(0, 255, 0, 0.2)';

    /**
    * @property {string} debugCallbackColor - If debug is true this is the color used to outline the edges of tiles that have collision callbacks. Provide in hex or rgb/rgba string format.
    * @default
    */
    this.debugCallbackColor = 'rgba(255, 0, 0, 1)';

    /**
    * @property {number} scrollFactorX - speed at which this layer scrolls
    * horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
    * half as quickly as the 'normal' camera-locked layers do)
    * @default 1
    */
    this.scrollFactorX = 1;

    /**
    * @property {number} scrollFactorY - speed at which this layer scrolls
    * vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
    * half as quickly as the 'normal' camera-locked layers do)
    * @default 1
    */
    this.scrollFactorY = 1;

    /**
    * @property {boolean} dirty - Flag controlling when to re-render the layer.
    */
    this.dirty = true;

    /**
    * @property {number} rayStepRate - When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.
    * @default
    */
    this.rayStepRate = 4;

    /**
    * @property {boolean} wrap - Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.
    * @default false
    */
    this.wrap = false;

    /**
    * @property {object} _mc - Local map data and calculation cache.
    * @private
    */
    this._mc = {

        cw: tilemap.tileWidth,
        ch: tilemap.tileHeight,
        ga: 1,
        dx: 0,
        dy: 0,
        dw: 0,
        dh: 0,
        tx: 0,
        ty: 0,
        tw: 0,
        th: 0,
        tl: 0,
        maxX: 0,
        maxY: 0,
        startX: 0,
        startY: 0,
        x: 0,
        y: 0,
        prevX: 0,
        prevY: 0

    };

    /**
    * @property {array} _results - Local render loop var to help avoid gc spikes.
    * @private
    */
    this._results = [];

    this.updateMax();

};

Phaser.TilemapLayer.prototype = Object.create(Phaser.Image.prototype);
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;

/**
* Automatically called by World.postUpdate. Handles cache updates.
*
* @method Phaser.TilemapLayer#postUpdate
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {

    Phaser.Image.prototype.postUpdate.call(this);

    //  Stops you being able to auto-scroll the camera if it's not following a sprite
    this.scrollX = this.game.camera.x * this.scrollFactorX;
    this.scrollY = this.game.camera.y * this.scrollFactorY;

    this.render();

    //  Fixed to Camera?
    if (this._cache[7] === 1)
    {
        this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
        this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
    }

    //  Update any Children
    // for (var i = 0, len = this.children.length; i < len; i++)
    // {
        // this.children[i].postUpdate();
    // }

};

/**
* Sets the world size to match the size of this layer.
*
* @method Phaser.TilemapLayer#resizeWorld
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.resizeWorld = function () {

    this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels);

};

/**
* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it
* into a scrolled local space. Used primarily internally
* @method Phaser.TilemapLayer#_fixX
* @memberof Phaser.TilemapLayer
* @private
* @param {number} x - x coordinate in camera space
* @return {number} x coordinate in scrollFactor-adjusted dimensions
*/
Phaser.TilemapLayer.prototype._fixX = function(x) {

    if (x < 0)
    {
        x = 0;
    }

    if (this.scrollFactorX === 1)
    {
        return x;
    }

    return this._mc.x + (x - (this._mc.x / this.scrollFactorX));

};

/**
* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it
* back to camera space. Used primarily internally
* @method Phaser.TilemapLayer#_unfixX
* @memberof Phaser.TilemapLayer
* @private
* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
* @return {number} x coordinate in camera space
*/
Phaser.TilemapLayer.prototype._unfixX = function(x) {

    if (this.scrollFactorX === 1)
    {
        return x;
    }

    return (this._mc.x / this.scrollFactorX) + (x - this._mc.x);

};

/**
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
* into a scrolled local space. Used primarily internally
* @method Phaser.TilemapLayer#_fixY
* @memberof Phaser.TilemapLayer
* @private
* @param {number} y - y coordinate in camera space
* @return {number} y coordinate in scrollFactor-adjusted dimensions
*/
Phaser.TilemapLayer.prototype._fixY = function(y) {

    if (y < 0)
    {
        y = 0;
    }

    if (this.scrollFactorY === 1)
    {
        return y;
    }

    return this._mc.y + (y - (this._mc.y / this.scrollFactorY));

};

/**
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
* back to camera space. Used primarily internally
* @method Phaser.TilemapLayer#_unfixY
* @memberof Phaser.TilemapLayer
* @private
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
* @return {number} y coordinate in camera space
*/
Phaser.TilemapLayer.prototype._unfixY = function(y) {

    if (this.scrollFactorY === 1)
    {
        return y;
    }

    return (this._mc.y / this.scrollFactorY) + (y - this._mc.y);

};

/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileX
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the point in target tile.
* @return {Phaser.Tile} The tile with specific properties.
*/
Phaser.TilemapLayer.prototype.getTileX = function (x) {

    // var tileWidth = this.tileWidth * this.scale.x;

    return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth;

};

/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileY
* @memberof Phaser.TilemapLayer
* @param {number} y - Y position of the point in target tile.
* @return {Phaser.Tile} The tile with specific properties.
*/
Phaser.TilemapLayer.prototype.getTileY = function (y) {

    // var tileHeight = this.tileHeight * this.scale.y;

    return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight;

};

/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileXY
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the point in target tile.
* @param {number} y - Y position of the point in target tile.
* @param {Phaser.Point|object} point - The Point object to set the x and y values on.
* @return {Phaser.Point|object} A Point object with its x and y properties set.
*/
Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {

    point.x = this.getTileX(x);
    point.y = this.getTileY(y);

    return point;

};

/**
* Gets all tiles that intersect with the given line.
*
* @method Phaser.TilemapLayer#getRayCastTiles
* @memberof Phaser.TilemapLayer
* @param {Phaser.Line} line - The line used to determine which tiles to return.
* @param {number} [stepRate] - How many steps through the ray will we check? If undefined or null it uses TilemapLayer.rayStepRate.
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
* @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces.
* @return {array<Phaser.Tile>} An array of Phaser.Tiles.
*/
Phaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) {

    if (typeof stepRate === 'undefined' || stepRate === null) { stepRate = this.rayStepRate; }
    if (typeof collides === 'undefined') { collides = false; }
    if (typeof interestingFace === 'undefined') { interestingFace = false; }

    //  First get all tiles that touch the bounds of the line
    var tiles = this.getTiles(line.x, line.y, line.width, line.height, collides, interestingFace);

    if (tiles.length === 0)
    {
        return [];
    }

    //  Now we only want the tiles that intersect with the points on this line
    var coords = line.coordinatesOnLine(stepRate);
    var total = coords.length;
    var results = [];

    for (var i = 0; i < tiles.length; i++)
    {
        for (var t = 0; t < total; t++)
        {
            if (tiles[i].containsPoint(coords[t][0], coords[t][1]))
            {
                results.push(tiles[i]);
                break;
            }
        }
    }

    return results;

};

/**
* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.
* @method Phaser.TilemapLayer#getTiles
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the top left corner.
* @param {number} y - Y position of the top left corner.
* @param {number} width - Width of the area to get.
* @param {number} height - Height of the area to get.
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
* @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces.
* @return {array<Phaser.Tile>} An array of Phaser.Tiles.
*/
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides, interestingFace) {

    //  Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
    if (typeof collides === 'undefined') { collides = false; }
    if (typeof interestingFace === 'undefined') { interestingFace = false; }

    // adjust the x,y coordinates for scrollFactor
    x = this._fixX(x);
    y = this._fixY(y);

    if (width > this.layer.widthInPixels)
    {
        width = this.layer.widthInPixels;
    }

    if (height > this.layer.heightInPixels)
    {
        height = this.layer.heightInPixels;
    }

    //  Convert the pixel values into tile coordinates
    this._mc.tx = this.game.math.snapToFloor(x, this._mc.cw) / this._mc.cw;
    this._mc.ty = this.game.math.snapToFloor(y, this._mc.ch) / this._mc.ch;
    this._mc.tw = (this.game.math.snapToCeil(width, this._mc.cw) + this._mc.cw) / this._mc.cw;
    this._mc.th = (this.game.math.snapToCeil(height, this._mc.ch) + this._mc.ch) / this._mc.ch;

    //  This should apply the layer x/y here
    this._results.length = 0;

    for (var wy = this._mc.ty; wy < this._mc.ty + this._mc.th; wy++)
    {
        for (var wx = this._mc.tx; wx < this._mc.tx + this._mc.tw; wx++)
        {
            if (this.layer.data[wy] && this.layer.data[wy][wx])
            {
                if ((!collides && !interestingFace) || this.layer.data[wy][wx].isInteresting(collides, interestingFace))
                {
                    this._results.push(this.layer.data[wy][wx]);
                }
            }
        }
    }

    return this._results;

};

/**
* Internal function to update maximum values.
* @method Phaser.TilemapLayer#updateMax
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.updateMax = function () {

    this._mc.maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1;
    this._mc.maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1;

    this.dirty = true;

};

/**
* Renders the tiles to the layer canvas and pushes to the display.
* @method Phaser.TilemapLayer#render
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.render = function () {

    if (this.layer.dirty)
    {
        this.dirty = true;
    }

    if (!this.dirty || !this.visible)
    {
        return;
    }

    this._mc.prevX = this._mc.dx;
    this._mc.prevY = this._mc.dy;

    this._mc.dx = -(this._mc.x - (this._mc.startX * this.map.tileWidth));
    this._mc.dy = -(this._mc.y - (this._mc.startY * this.map.tileHeight));

    this._mc.tx = this._mc.dx;
    this._mc.ty = this._mc.dy;

    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);

    this.context.fillStyle = this.tileColor;

    var tile;
    var set;

    if (this.debug)
    {
        this.context.globalAlpha = this.debugAlpha;
    }

    for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)
    {
        this._column = null;

        if (y < 0 && this.wrap)
        {
            this._column = this.layer.data[y + this.map.height];
        }
        else if (y >= this.map.height && this.wrap)
        {
            this._column = this.layer.data[y - this.map.height];
        }
        else if (this.layer.data[y])
        {
            this._column = this.layer.data[y];
        }

        if (this._column)
        {
            for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)
            {
                var tile = null;

                if (x < 0 && this.wrap)
                {
                    tile = this._column[x + this.map.width];
                }
                else if (x >= this.map.width && this.wrap)
                {
                    tile = this._column[x - this.map.width];
                }
                else if (this._column[x])
                {
                    tile = this._column[x];
                }

                if (tile && tile.index > -1)
                {
                    set = this.map.tilesets[this.map.tiles[tile.index][2]];

                    if (this.debug === false && tile.alpha !== this.context.globalAlpha)
                    {
                        this.context.globalAlpha = tile.alpha;
                    }

                    set.draw(this.context, Math.floor(this._mc.tx), Math.floor(this._mc.ty), tile.index);

                    if (tile.debug)
                    {
                        this.context.fillStyle = 'rgba(0, 255, 0, 0.4)';
                        this.context.fillRect(Math.floor(this._mc.tx), Math.floor(this._mc.ty), this.map.tileWidth, this.map.tileHeight);
                    }
                }

                this._mc.tx += this.map.tileWidth;

            }

        }

        this._mc.tx = this._mc.dx;
        this._mc.ty += this.map.tileHeight;

    }

    if (this.debug)
    {
        this.context.globalAlpha = 1;
        this.renderDebug();
    }

    if (this.game.renderType === Phaser.WEBGL)
    {
        // PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl);
        PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
    }

    this.dirty = false;
    this.layer.dirty = false;

    return true;

};

/**
* Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true.
* @method Phaser.TilemapLayer#renderDebug
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.renderDebug = function () {

    this._mc.tx = this._mc.dx;
    this._mc.ty = this._mc.dy;

    this.context.strokeStyle = this.debugColor;
    this.context.fillStyle = this.debugFillColor;

    for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)
    {
        this._column = null;

        if (y < 0 && this.wrap)
        {
            this._column = this.layer.data[y + this.map.height];
        }
        else if (y >= this.map.height && this.wrap)
        {
            this._column = this.layer.data[y - this.map.height];
        }
        else if (this.layer.data[y])
        {
            this._column = this.layer.data[y];
        }

        if (this._column)
        {
            for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)
            {
                var tile = null;

                if (x < 0 && this.wrap)
                {
                    tile = this._column[x + this.map.width];
                }
                else if (x >= this.map.width && this.wrap)
                {
                    tile = this._column[x - this.map.width];
                }
                else if (this._column[x])
                {
                    tile = this._column[x];
                }

                if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
                {
                    this._mc.tx = Math.floor(this._mc.tx);

                    if (this.debugFill)
                    {
                        this.context.fillRect(this._mc.tx, this._mc.ty, this._mc.cw, this._mc.ch);
                    }

                    this.context.beginPath();

                    if (tile.faceTop)
                    {
                        this.context.moveTo(this._mc.tx, this._mc.ty);
                        this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty);
                    }

                    if (tile.faceBottom)
                    {
                        this.context.moveTo(this._mc.tx, this._mc.ty + this._mc.ch);
                        this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch);
                    }

                    if (tile.faceLeft)
                    {
                        this.context.moveTo(this._mc.tx, this._mc.ty);
                        this.context.lineTo(this._mc.tx, this._mc.ty + this._mc.ch);
                    }

                    if (tile.faceRight)
                    {
                        this.context.moveTo(this._mc.tx + this._mc.cw, this._mc.ty);
                        this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch);
                    }

                    this.context.stroke();
                }

                this._mc.tx += this.map.tileWidth;

            }
        }

        this._mc.tx = this._mc.dx;
        this._mc.ty += this.map.tileHeight;

    }

};

/**
* @name Phaser.TilemapLayer#scrollX
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {

    get: function () {
        return this._mc.x;
    },

    set: function (value) {

        if (value !== this._mc.x)
        {
            this._mc.x = value;
            this._mc.startX = this.game.math.floor(this._mc.x / this.map.tileWidth);
            this.dirty = true;
        }

    }

});

/**
* @name Phaser.TilemapLayer#scrollY
* @property {number} scrollY - Scrolls the map vertically or returns the current y position.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {

    get: function () {
        return this._mc.y;
    },

    set: function (value) {

        if (value !== this._mc.y)
        {
            this._mc.y = value;
            this._mc.startY = this.game.math.floor(this._mc.y / this.map.tileHeight);
            this.dirty = true;
        }

    }

});

/**
* @name Phaser.TilemapLayer#collisionWidth
* @property {number} collisionWidth - The width of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {

    get: function () {
        return this._mc.cw;
    },

    set: function (value) {

        this._mc.cw = value;

        this.dirty = true;

    }

});

/**
* @name Phaser.TilemapLayer#collisionHeight
* @property {number} collisionHeight - The height of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {

    get: function () {
        return this._mc.ch;
    },

    set: function (value) {

        this._mc.ch = value;

        this.dirty = true;

    }

});
Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Fri Jul 18 2014 12:36:37 GMT+0100 (BST) using the DocStrap template.