/** * Phaser - TilemapLayer * * A Tilemap Layer. Tiled format maps can have multiple overlapping layers. */ /** * TilemapLayer constructor * Create a new TilemapLayer. * * @param parent {Tilemap} The tilemap that contains this layer. * @param id {number} The ID of this layer within the Tilemap array. * @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. */ Phaser.TilemapLayer = function (parent, id, key, mapFormat, name, tileWidth, tileHeight) { /** * Controls whether update() and draw() are automatically called. * @type {bool} */ this.exists = true; /** * Controls whether draw() are automatically called. * @type {bool} */ this.visible = true; /** * How many tiles in each row. * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ this.widthInTiles = 0; /** * How many tiles in each column. * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ this.heightInTiles = 0; /** * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ this.widthInPixels = 0; /** * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ this.heightInPixels = 0; /** * Distance between REAL tiles to the tileset texture bound. * @type {number} */ this.tileMargin = 0; /** * Distance between every 2 neighbor tile in the tileset texture. * @type {number} */ this.tileSpacing = 0; this.parent = parent; this.game = parent.game; this.ID = id; this.name = name; this.mapFormat = mapFormat; this.tileWidth = tileWidth; this.tileHeight = tileHeight; this.boundsInTiles = new Phaser.Rectangle(); this.tileset = this.game.cache.getImage(key); // Sprite property surely? this.alpha = 1; this.canvas = null; this.context = null; this.baseTexture = null; this.texture = null; this.sprite = null; // this.canvas = Phaser.Canvas.create(this.game.width, this.game.height); // this.context = this.canvas.getContext('2d'); // this.baseTexture = new PIXI.BaseTexture(this.canvas); // this.texture = new PIXI.Texture(this.baseTexture); // this.sprite = new PIXI.Sprite(this.texture); // this.game.stage._stage.addChild(this.sprite); this.mapData = []; this._tempTileBlock = []; }; Phaser.TilemapLayer.prototype = { /** * Set a specific tile with its x and y in tiles. * @param x {number} X position of this tile in world coordinates. * @param y {number} Y position of this tile in world coordinates. * @param index {number} The index of this tile type in the core map data. */ putTileWorldXY: function (x, y, index) { 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; } } }, /** * 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. */ putTile: function (x, y, index) { 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. */ swapTile: function (tileA, tileB, x, y, width, height) { x = x || 0; y = y || 0; width = width || this.widthInTiles; height = height || 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. */ fillTile: function (index, x, y, width, height) { x = x || 0; y = y || 0; width = width || this.widthInTiles; height = height || 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. */ randomiseTiles: function (tiles, x, y, width, height) { x = x || 0; y = y || 0; width = width || this.widthInTiles; height = height || 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. */ replaceTile: function (tileA, tileB, x, y, width, height) { x = x || 0; y = y || 0; width = width || this.widthInTiles; height = height || 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. */ getTileBlock: function (x, y, width, height) { 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. */ getTileFromWorldXY: function (x, y) { x = Phaser.Math.snapToFloor(x, this.tileWidth) / this.tileWidth; y = Phaser.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.) */ getTileOverlaps: function (object) { // 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); /* 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 {bool} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE). */ getTempBlock: function (x, y, width, height, collisionOnly) { if (typeof collisionOnly === "undefined") { collisionOnly = 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 != Phaser.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. */ getTileIndex: function (x, y) { 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. */ addColumn: function (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; }, createCanvas: function () { var width = this.game.width; var height = this.game.height; if (this.widthInPixels < width) { width = this.widthInPixels; } if (this.heightInPixels < height) { height = this.heightInPixels; } this.canvas = Phaser.Canvas.create(width, height); this.context = this.canvas.getContext('2d'); this.baseTexture = new PIXI.BaseTexture(this.canvas); this.texture = new PIXI.Texture(this.baseTexture); this.sprite = new PIXI.Sprite(this.texture); this.game.stage._stage.addChild(this.sprite); }, /** * Update boundsInTiles with widthInTiles and heightInTiles. */ updateBounds: function () { this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); }, /** * Parse tile offsets from map data. * Basically this creates a large array of objects that contain the x/y coordinates to grab each tile from * for the entire map. Yes we could calculate this at run-time by using the tile index and some math, but we're * trading a quite small bit of memory here to not have to process that in our main render loop. * @return {number} length of tileOffsets array. */ parseTileOffsets: function () { this.tileOffsets = []; var i = 0; if (this.mapFormat == Phaser.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.tileset.height; ty += (this.tileHeight + this.tileSpacing)) { for (var tx = this.tileMargin; tx < this.tileset.width; tx += (this.tileWidth + this.tileSpacing)) { this.tileOffsets[i] = { x: tx, y: ty }; i++; } } return this.tileOffsets.length; } };