/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2013 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 {number} x - The x coordinate of this layer. * @param {number} y - The y coordinate of this layer. * @param {number} renderWidth - Width of the layer. * @param {number} renderHeight - Height of the layer. * @param {Phaser.Tileset|string} tileset - The tile set used for rendering. * @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. * @param {number} layer - The layer index within the map. */ Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws. */ this.canvas = Phaser.Canvas.create(renderWidth, renderHeight); /** * @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, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid()); Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame); /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.TILEMAPLAYER; /** * A layer 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 layer to the Camera. * @default */ this.fixedToCamera = true; /** * @property {Phaser.Tileset} tileset - The tile set used for rendering. */ this.tileset = null; /** * @property {number} tileWidth - The width of a single tile in pixels. */ this.tileWidth = 0; /** * @property {number} tileHeight - The height of a single tile in pixels. */ this.tileHeight = 0; /** * @property {number} tileMargin - The margin around the tiles. */ this.tileMargin = 0; /** * @property {number} tileSpacing - The spacing around the tiles. */ this.tileSpacing = 0; /** * @property {number} widthInPixels - Do NOT recommend changing after the map is loaded! * @readonly */ this.widthInPixels = 0; /** * @property {number} heightInPixels - Do NOT recommend changing after the map is loaded! * @readonly */ this.heightInPixels = 0; /** * @property {number} renderWidth - The width of the area being rendered. */ this.renderWidth = renderWidth; /** * @property {number} renderHeight - The height of the area being rendered. */ this.renderHeight = renderHeight; /** * @property {number} _ga - Local render loop var to help avoid gc spikes. * @private */ this._ga = 1; /** * @property {number} _dx - Local render loop var to help avoid gc spikes. * @private */ this._dx = 0; /** * @property {number} _dy - Local render loop var to help avoid gc spikes. * @private */ this._dy = 0; /** * @property {number} _dw - Local render loop var to help avoid gc spikes. * @private */ this._dw = 0; /** * @property {number} _dh - Local render loop var to help avoid gc spikes. * @private */ this._dh = 0; /** * @property {number} _tx - Local render loop var to help avoid gc spikes. * @private */ this._tx = 0; /** * @property {number} _ty - Local render loop var to help avoid gc spikes. * @private */ this._ty = 0; /** * @property {number} _tw - Local render loop var to help avoid gc spikes. * @private */ this._tw = 0; /** * @property {number} _th - Local render loop var to help avoid gc spikes. * @private */ this._th = 0; /** * @property {number} _tl - Local render loop var to help avoid gc spikes. * @private */ this._tl = 0; /** * @property {number} _maxX - Local render loop var to help avoid gc spikes. * @private */ this._maxX = 0; /** * @property {number} _maxY - Local render loop var to help avoid gc spikes. * @private */ this._maxY = 0; /** * @property {number} _startX - Local render loop var to help avoid gc spikes. * @private */ this._startX = 0; /** * @property {number} _startY - Local render loop var to help avoid gc spikes. * @private */ this._startY = 0; /** * @property {array} _results - Local render loop var to help avoid gc spikes. * @private */ this._results = []; /** * @property {number} _x - Private var. * @private */ this._x = 0; /** * @property {number} _y - Private var. * @private */ this._y = 0; /** * @property {number} _prevX - Private var. * @private */ this._prevX = 0; /** * @property {number} _prevY - Private var. * @private */ this._prevY = 0; /** * @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 {Phaser.Tilemap} tilemap - The Tilemap to which this layer is bound. */ this.tilemap = null; /** * @property {number} layer - Tilemap layer index. */ this.layer = null; /** * @property {number} index */ this.index = 0; /** * @property {boolean} dirty - Flag controlling when to re-render the layer. */ this.dirty = true; if (tileset instanceof Phaser.Tileset || typeof tileset === 'string') { this.updateTileset(tileset); } if (tilemap instanceof Phaser.Tilemap) { this.updateMapData(tilemap, layer); } }; Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype); Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype); Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer; /** * Automatically called by World.preUpdate. Handles cache updates. * * @method Phaser.TilemapLayer#update * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.update = function () { this.scrollX = this.game.camera.x * this.scrollFactorX; this.scrollY = this.game.camera.y * this.scrollFactorY; this.render(); } /** * 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.widthInPixels, this.heightInPixels); } /** * Updates the Tileset data. * * @method Phaser.TilemapLayer#updateTileset * @memberof Phaser.TilemapLayer * @param {Phaser.Tileset|string} tileset - The tileset to use for this layer. */ Phaser.TilemapLayer.prototype.updateTileset = function (tileset) { if (tileset instanceof Phaser.Tileset) { this.tileset = tileset; } else if (typeof tileset === 'string') { this.tileset = this.game.cache.getTileset('tiles'); } else { return; } this.tileWidth = this.tileset.tileWidth; this.tileHeight = this.tileset.tileHeight; this.tileMargin = this.tileset.tileMargin; this.tileSpacing = this.tileset.tileSpacing; this.updateMax(); } /** * Updates the Tilemap data. * * @method Phaser.TilemapLayer#updateMapData * @memberof Phaser.TilemapLayer * @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. * @param {number} layer - The layer index within the map. */ Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) { if (typeof layer === 'undefined') { layer = 0; } if (tilemap instanceof Phaser.Tilemap) { this.tilemap = tilemap; this.layer = this.tilemap.layers[layer]; this.index = layer; this.updateMax(); this.tilemap.dirty = true; } } /** * Take an x coordinate that doesn't account for scrollFactorY 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 (this.scrollFactorX === 1) { return x; } var leftEdge = x - (this._x / this.scrollFactorX); return this._x + leftEdge; } /** * Take an x coordinate that _does_ account for scrollFactorY 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; } var leftEdge = x - this._x; return (this._x / this.scrollFactorX) + leftEdge; } /** * 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 (this.scrollFactorY === 1) { return y; } var topEdge = y - (this._y / this.scrollFactorY); return this._y + topEdge; } /** * 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; } var topEdge = y - this._y; return (this._y / this.scrollFactorY) + topEdge; } /** * 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), tileWidth) / 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), tileHeight) / 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. * @return {Phaser.Tile} The tile with specific properties. */ Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) { point.x = this.getTileX(x); point.y = this.getTileY(y); return point; } /** * Get the tiles within the given area. * @method Phaser.TilemapLayer#getTiles * @memberof Phaser.TilemapLayer * @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels) * @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels) * @param {number} width - The width of the area to copy (given in tiles, not pixels) * @param {number} height - The height of the area to copy (given in tiles, not pixels) * @param {boolean} collides - If true only return tiles that collide on one or more faces. * @return {array} Array with tiles informations (each contains x, y, and the tile). */ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) { if (this.tilemap === null) { return; } // 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; } // Cap the values if (x < 0) { x = 0; } if (y < 0) { y = 0; } // adjust the x,y coordinates for scrollFactor x = this._fixX( x ); y = this._fixY( y ); if (width > this.widthInPixels) { width = this.widthInPixels; } if (height > this.heightInPixels) { height = this.heightInPixels; } var tileWidth = this.tileWidth * this.scale.x; var tileHeight = this.tileHeight * this.scale.y; // Convert the pixel values into tile coordinates this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth; this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight; this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth; this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight; // This should apply the layer x/y here // this._results.length = 0; this._results = []; // pretty sure we don't use this any more? // this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th }); var _index = 0; var _tile = null; var sx = 0; var sy = 0; for (var wy = this._ty; wy < this._ty + this._th; wy++) { for (var wx = this._tx; wx < this._tx + this._tw; wx++) { if (this.layer.data[wy] && this.layer.data[wy][wx]) { // Could combine _index = this.layer.data[wy][wx] - 1; _tile = this.tileset.getTile(_index); sx = _tile.width * this.scale.x; sy = _tile.height * this.scale.y; if (collides === false || (collides && _tile.collideNone === false)) { // convert tile coordinates back to camera space for return var _wx = this._unfixX( wx*sx ) / tileWidth; var _wy = this._unfixY( wy*sy ) / tileHeight; this._results.push({ x: _wx * sx, right: (_wx * sx) + sx, y: _wy * sy, bottom: (_wy * sy) + sy, width: sx, height: sy, tx: _wx, ty: _wy, tile: _tile }); } } } } return this._results; } /** * Internal function to update maximum values. * @method Phaser.TilemapLayer#updateMax * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.updateMax = function () { this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1; this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1; if (this.layer) { if (this._maxX > this.layer.width) { this._maxX = this.layer.width; } if (this._maxY > this.layer.height) { this._maxY = this.layer.height; } this.widthInPixels = this.layer.width * this.tileWidth; this.heightInPixels = this.layer.height * this.tileHeight; } 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.tilemap && this.tilemap.dirty) { this.dirty = true; } if (!this.dirty || !this.tileset || !this.tilemap || !this.visible) { return; } this._prevX = this._dx; this._prevY = this._dy; this._dx = -(this._x - (this._startX * this.tileWidth)); this._dy = -(this._y - (this._startY * this.tileHeight)); this._tx = this._dx; this._ty = this._dy; this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); for (var y = this._startY; y < this._startY + this._maxY; y++) { this._column = this.layer.data[y]; for (var x = this._startX; x < this._startX + this._maxX; x++) { // only -1 on TILED maps, not CSV var tile = this.tileset.tiles[this._column[x]-1]; if (tile) { this.context.drawImage( this.tileset.image, tile.x, tile.y, this.tileWidth, this.tileHeight, Math.floor(this._tx), Math.floor(this._ty), this.tileWidth, this.tileHeight ); } this._tx += this.tileWidth; } this._tx = this._dx; this._ty += this.tileHeight; } // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think! if (this.game.renderType == Phaser.WEBGL) { PIXI.texturesToUpdate.push(this.baseTexture); } this.dirty = false; if (this.tilemap.dirty) { this.tilemap.dirty = false; } return true; } /** * Returns the absolute delta x value. * @method Phaser.TilemapLayer#deltaAbsX * @memberof Phaser.TilemapLayer * @return {number} Absolute delta X value */ Phaser.TilemapLayer.prototype.deltaAbsX = function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); } /** * Returns the absolute delta y value. * @method Phaser.TilemapLayer#deltaAbsY * @memberof Phaser.TilemapLayer * @return {number} Absolute delta Y value */ Phaser.TilemapLayer.prototype.deltaAbsY = function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); } /** * Returns the delta x value. * @method Phaser.TilemapLayer#deltaX * @memberof Phaser.TilemapLayer * @return {number} Delta X value */ Phaser.TilemapLayer.prototype.deltaX = function () { return this._dx - this._prevX; } /** * Returns the delta y value. * @method Phaser.TilemapLayer#deltaY * @memberof Phaser.TilemapLayer * @return {number} Delta Y value */ Phaser.TilemapLayer.prototype.deltaY = function () { return this._dy - this._prevY; } /** * @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._x; }, set: function (value) { if (value !== this._x && value >= 0 && this.layer) { this._x = value; if (this._x > (this.widthInPixels - this.renderWidth)) { this._x = this.widthInPixels - this.renderWidth; } this._startX = this.game.math.floor(this._x / this.tileWidth); if (this._startX < 0) { this._startX = 0; } if (this._startX + this._maxX > this.layer.width) { this._startX = this.layer.width - this._maxX; } 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._y; }, set: function (value) { if (value !== this._y && value >= 0 && this.layer) { this._y = value; if (this._y > (this.heightInPixels - this.renderHeight)) { this._y = this.heightInPixels - this.renderHeight; } this._startY = this.game.math.floor(this._y / this.tileHeight); if (this._startY < 0) { this._startY = 0; } if (this._startY + this._maxY > this.layer.height) { this._startY = this.layer.height - this._maxY; } this.dirty = true; } } });