/** * @author Richard Davey * @copyright 2022 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../utils/Class'); var Components = require('../gameobjects/components'); var GameObject = require('../gameobjects/GameObject'); var TilemapComponents = require('./components'); var TilemapLayerRender = require('./TilemapLayerRender'); var Vector2 = require('../math/Vector2'); /** * @classdesc * A Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination * with one, or more, Tilesets. * * @class TilemapLayer * @extends Phaser.GameObjects.GameObject * @memberof Phaser.Tilemaps * @constructor * @since 3.50.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.ComputedSize * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Mask * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. * @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of. * @param {number} layerIndex - The index of the LayerData associated with this layer. * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. * @param {number} [x=0] - The world x position where the top left of this layer will be placed. * @param {number} [y=0] - The world y position where the top left of this layer will be placed. */ var TilemapLayer = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.ComputedSize, Components.Depth, Components.Flip, Components.GetBounds, Components.Mask, Components.Origin, Components.Pipeline, Components.Transform, Components.Visible, Components.ScrollFactor, TilemapLayerRender ], initialize: function TilemapLayer (scene, tilemap, layerIndex, tileset, x, y) { GameObject.call(this, scene, 'TilemapLayer'); /** * Used internally by physics system to perform fast type checks. * * @name Phaser.Tilemaps.TilemapLayer#isTilemap * @type {boolean} * @readonly * @since 3.50.0 */ this.isTilemap = true; /** * The Tilemap that this layer is a part of. * * @name Phaser.Tilemaps.TilemapLayer#tilemap * @type {Phaser.Tilemaps.Tilemap} * @since 3.50.0 */ this.tilemap = tilemap; /** * The index of the LayerData associated with this layer. * * @name Phaser.Tilemaps.TilemapLayer#layerIndex * @type {number} * @since 3.50.0 */ this.layerIndex = layerIndex; /** * The LayerData associated with this layer. LayerData can only be associated with one * tilemap layer. * * @name Phaser.Tilemaps.TilemapLayer#layer * @type {Phaser.Tilemaps.LayerData} * @since 3.50.0 */ this.layer = tilemap.layers[layerIndex]; // Link the LayerData with this static tilemap layer this.layer.tilemapLayer = this; /** * An array of `Tileset` objects associated with this layer. * * @name Phaser.Tilemaps.TilemapLayer#tileset * @type {Phaser.Tilemaps.Tileset[]} * @since 3.50.0 */ this.tileset = []; /** * The total number of tiles drawn by the renderer in the last frame. * * @name Phaser.Tilemaps.TilemapLayer#tilesDrawn * @type {number} * @readonly * @since 3.50.0 */ this.tilesDrawn = 0; /** * The total number of tiles in this layer. Updated every frame. * * @name Phaser.Tilemaps.TilemapLayer#tilesTotal * @type {number} * @readonly * @since 3.50.0 */ this.tilesTotal = this.layer.width * this.layer.height; /** * Used internally during rendering. This holds the tiles that are visible within the Camera. * * @name Phaser.Tilemaps.TilemapLayer#culledTiles * @type {Phaser.Tilemaps.Tile[]} * @since 3.50.0 */ this.culledTiles = []; /** * You can control if the camera should cull tiles on this layer before rendering them or not. * * By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer. * * However, there are some instances when you may wish to disable this, and toggling this flag allows * you to do so. Also see `setSkipCull` for a chainable method that does the same thing. * * @name Phaser.Tilemaps.TilemapLayer#skipCull * @type {boolean} * @since 3.50.0 */ this.skipCull = false; /** * The amount of extra tiles to add into the cull rectangle when calculating its horizontal size. * * See the method `setCullPadding` for more details. * * @name Phaser.Tilemaps.TilemapLayer#cullPaddingX * @type {number} * @default 1 * @since 3.50.0 */ this.cullPaddingX = 1; /** * The amount of extra tiles to add into the cull rectangle when calculating its vertical size. * * See the method `setCullPadding` for more details. * * @name Phaser.Tilemaps.TilemapLayer#cullPaddingY * @type {number} * @default 1 * @since 3.50.0 */ this.cullPaddingY = 1; /** * The callback that is invoked when the tiles are culled. * * It will call a different function based on the map orientation: * * Orthogonal (the default) is `TilemapComponents.CullTiles` * Isometric is `TilemapComponents.IsometricCullTiles` * Hexagonal is `TilemapComponents.HexagonalCullTiles` * Staggered is `TilemapComponents.StaggeredCullTiles` * * However, you can override this to call any function you like. * * It will be sent 4 arguments: * * 1. The Phaser.Tilemaps.LayerData object for this Layer * 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull. * 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered. * 4. The Render Order constant. * * See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system. * * @name Phaser.Tilemaps.TilemapLayer#cullCallback * @type {function} * @since 3.50.0 */ this.cullCallback = TilemapComponents.GetCullTilesFunction(this.layer.orientation); /** * The rendering (draw) order of the tiles in this layer. * * The default is 0 which is 'right-down', meaning it will draw the tiles starting from the top-left, * drawing to the right and then moving down to the next row. * * The draw orders are: * * 0 = right-down * 1 = left-down * 2 = right-up * 3 = left-up * * This can be changed via the `setRenderOrder` method. * * @name Phaser.Tilemaps.TilemapLayer#_renderOrder * @type {number} * @default 0 * @private * @since 3.50.0 */ this._renderOrder = 0; /** * An array holding the mapping between the tile indexes and the tileset they belong to. * * @name Phaser.Tilemaps.TilemapLayer#gidMap * @type {Phaser.Tilemaps.Tileset[]} * @since 3.50.0 */ this.gidMap = []; /** * A temporary Vector2 used in the tile coordinate methods. * * @name Phaser.Tilemaps.TilemapLayer#tempVec * @type {Phaser.Math.Vector2} * @private * @since 3.60.0 */ this.tempVec = new Vector2(); /** * The horizontal origin of this Tilemap Layer. * * @name Phaser.Tilemaps.TilemapLayer#originX * @type {number} * @default 0 * @readOnly * @since 3.0.0 */ /** * The vertical origin of this Tilemap Layer. * * @name Phaser.Tilemaps.TilemapLayer#originY * @type {number} * @default 0 * @readOnly * @since 3.0.0 */ /** * The horizontal display origin of this Tilemap Layer. * * @name Phaser.Tilemaps.TilemapLayer#displayOriginX * @type {number} * @default 0 * @readOnly * @since 3.0.0 */ /** * The vertical display origin of this Tilemap Layer. * * @name Phaser.Tilemaps.TilemapLayer#displayOriginY * @type {number} * @default 0 * @readOnly * @since 3.0.0 */ this.setTilesets(tileset); this.setAlpha(this.layer.alpha); this.setPosition(x, y); this.setOrigin(0, 0); this.setSize(tilemap.tileWidth * this.layer.width, tilemap.tileHeight * this.layer.height); this.initPipeline(); }, /** * Populates the internal `tileset` array with the Tileset references this Layer requires for rendering. * * @method Phaser.Tilemaps.TilemapLayer#setTilesets * @private * @since 3.50.0 * * @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object. */ setTilesets: function (tilesets) { var gidMap = []; var setList = []; var map = this.tilemap; if (!Array.isArray(tilesets)) { tilesets = [ tilesets ]; } for (var i = 0; i < tilesets.length; i++) { var tileset = tilesets[i]; if (typeof tileset === 'string') { tileset = map.getTileset(tileset); } if (tileset) { setList.push(tileset); var s = tileset.firstgid; for (var t = 0; t < tileset.total; t++) { gidMap[s + t] = tileset; } } } this.gidMap = gidMap; this.tileset = setList; }, /** * Sets the rendering (draw) order of the tiles in this layer. * * The default is 'right-down', meaning it will order the tiles starting from the top-left, * drawing to the right and then moving down to the next row. * * The draw orders are: * * 0 = right-down * 1 = left-down * 2 = right-up * 3 = left-up * * Setting the render order does not change the tiles or how they are stored in the layer, * it purely impacts the order in which they are rendered. * * You can provide either an integer (0 to 3), or the string version of the order. * * @method Phaser.Tilemaps.TilemapLayer#setRenderOrder * @since 3.50.0 * * @param {(number|string)} renderOrder - The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'. * * @return {this} This Tilemap Layer object. */ setRenderOrder: function (renderOrder) { var orders = [ 'right-down', 'left-down', 'right-up', 'left-up' ]; if (typeof renderOrder === 'string') { renderOrder = orders.indexOf(renderOrder); } if (renderOrder >= 0 && renderOrder < 4) { this._renderOrder = renderOrder; } return this; }, /** * Calculates interesting faces at the given tile coordinates of the specified layer. Interesting * faces are used internally for optimizing collisions against tiles. This method is mostly used * internally to optimize recalculating faces when only one tile has been changed. * * @method Phaser.Tilemaps.TilemapLayer#calculateFacesAt * @since 3.50.0 * * @param {number} tileX - The x coordinate. * @param {number} tileY - The y coordinate. * * @return {this} This Tilemap Layer object. */ calculateFacesAt: function (tileX, tileY) { TilemapComponents.CalculateFacesAt(tileX, tileY, this.layer); return this; }, /** * Calculates interesting faces within the rectangular area specified (in tile coordinates) of the * layer. Interesting faces are used internally for optimizing collisions against tiles. This method * is mostly used internally. * * @method Phaser.Tilemaps.TilemapLayer#calculateFacesWithin * @since 3.50.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * * @return {this} This Tilemap Layer object. */ calculateFacesWithin: function (tileX, tileY, width, height) { TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer); return this; }, /** * Creates a Sprite for every object matching the given tile indexes in the layer. You can * optionally specify if each tile will be replaced with a new tile after the Sprite has been * created. This is useful if you want to lay down special tiles in a level that are converted to * Sprites, but want to replace the tile itself with a floor tile or similar once converted. * * @method Phaser.Tilemaps.TilemapLayer#createFromTiles * @since 3.50.0 * * @param {(number|array)} indexes - The tile index, or array of indexes, to create Sprites from. * @param {(number|array)} replacements - The tile index, or array of indexes, to change a converted * tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a * one-to-one mapping with the indexes array. * @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} [spriteConfig] - The config object to pass into the Sprite creator (i.e. * scene.make.sprite). * @param {Phaser.Scene} [scene] - The Scene to create the Sprites within. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when determining the world XY * * @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created. */ createFromTiles: function (indexes, replacements, spriteConfig, scene, camera) { return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer); }, /** * Returns the tiles in the given layer that are within the cameras viewport. * This is used internally during rendering. * * @method Phaser.Tilemaps.TilemapLayer#cull * @since 3.50.0 * * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against. * * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects to render. */ cull: function (camera) { return this.cullCallback(this.layer, camera, this.culledTiles, this._renderOrder); }, /** * Copies the tiles in the source rectangular area to a new destination (all specified in tile * coordinates) within the layer. This copies all tile properties & recalculates collision * information in the destination region. * * @method Phaser.Tilemaps.TilemapLayer#copy * @since 3.50.0 * * @param {number} srcTileX - The x coordinate of the area to copy from, in tiles, not pixels. * @param {number} srcTileY - The y coordinate of the area to copy from, in tiles, not pixels. * @param {number} width - The width of the area to copy, in tiles, not pixels. * @param {number} height - The height of the area to copy, in tiles, not pixels. * @param {number} destTileX - The x coordinate of the area to copy to, in tiles, not pixels. * @param {number} destTileY - The y coordinate of the area to copy to, in tiles, not pixels. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * * @return {this} This Tilemap Layer object. */ copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces) { TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, this.layer); return this; }, /** * Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the * specified index. Tiles will be set to collide if the given index is a colliding index. * Collision information in the region will be recalculated. * * @method Phaser.Tilemaps.TilemapLayer#fill * @since 3.50.0 * * @param {number} index - The tile index to fill the area with. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * * @return {this} This Tilemap Layer object. */ fill: function (index, tileX, tileY, width, height, recalculateFaces) { TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, this.layer); return this; }, /** * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given * filter callback function. Any tiles that pass the filter test (i.e. where the callback returns * true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS. * * @method Phaser.Tilemaps.TilemapLayer#filterTiles * @since 3.50.0 * * @param {function} callback - The callback. Each tile in the given area will be passed to this * callback as the first and only parameter. The callback should return true for tiles that pass the * filter. * @param {object} [context] - The context under which the callback should be run. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to filter. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to filter. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects. */ filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions) { return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.layer); }, /** * Searches the entire map layer for the first tile matching the given index, then returns that Tile * object. If no match is found, it returns null. The search starts from the top-left tile and * continues horizontally until it hits the end of the row, then it drops down to the next column. * If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to * the top-left. * * @method Phaser.Tilemaps.TilemapLayer#findByIndex * @since 3.50.0 * * @param {number} index - The tile index value to search for. * @param {number} [skip=0] - The number of times to skip a matching tile before returning. * @param {boolean} [reverse=false] - If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left. * * @return {Phaser.Tilemaps.Tile} The first matching Tile object. */ findByIndex: function (findIndex, skip, reverse) { return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer); }, /** * Find the first tile in the given rectangular area (in tile coordinates) of the layer that * satisfies the provided testing function. I.e. finds the first tile for which `callback` returns * true. Similar to Array.prototype.find in vanilla JS. * * @method Phaser.Tilemaps.TilemapLayer#findTile * @since 3.50.0 * * @param {FindTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter. * @param {object} [context] - The context under which the callback should be run. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * * @return {?Phaser.Tilemaps.Tile} The first Tile found at the given location. */ findTile: function (callback, context, tileX, tileY, width, height, filteringOptions) { return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer); }, /** * For each tile in the given rectangular area (in tile coordinates) of the layer, run the given * callback. Similar to Array.prototype.forEach in vanilla JS. * * @method Phaser.Tilemaps.TilemapLayer#forEachTile * @since 3.50.0 * * @param {EachTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter. * @param {object} [context] - The context, or scope, under which the callback should be run. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * * @return {this} This Tilemap Layer object. */ forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions) { TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer); return this; }, /** * Sets an additive tint on each Tile within the given area. * * The tint works by taking the pixel color values from the tileset texture, and then * multiplying it by the color value of the tint. * * If no area values are given then all tiles will be tinted to the given color. * * To remove a tint call this method with either no parameters, or by passing white `0xffffff` as the tint color. * * If a tile already has a tint set then calling this method will override that. * * @method Phaser.Tilemaps.TilemapLayer#setTint * @webglOnly * @since 3.60.0 * * @param {number} [tint=0xffffff] - The tint color being applied to each tile within the region. Given as a hex value, i.e. `0xff0000` for red. Set to white (`0xffffff`) to reset the tint. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area to search. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * * @return {this} This Tilemap Layer object. */ setTint: function (tint, tileX, tileY, width, height, filteringOptions) { if (tint === undefined) { tint = 0xffffff; } var tintTile = function (tile) { tile.tint = tint; }; return this.forEachTile(tintTile, this, tileX, tileY, width, height, filteringOptions); }, /** * Gets a tile at the given tile coordinates from the given layer. * * @method Phaser.Tilemaps.TilemapLayer#getTileAt * @since 3.50.0 * * @param {number} tileX - X position to get the tile from (given in tile units, not pixels). * @param {number} tileY - Y position to get the tile from (given in tile units, not pixels). * @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile object with an index of -1. * * @return {Phaser.Tilemaps.Tile} The Tile at the given coordinates or null if no tile was found or the coordinates were invalid. */ getTileAt: function (tileX, tileY, nonNull) { return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer); }, /** * Gets a tile at the given world coordinates from the given layer. * * @method Phaser.Tilemaps.TilemapLayer#getTileAtWorldXY * @since 3.50.0 * * @param {number} worldX - X position to get the tile from (given in pixels) * @param {number} worldY - Y position to get the tile from (given in pixels) * @param {boolean} [nonNull=false] - If true, function won't return null for empty tiles, but a Tile object with an index of -1. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid. */ getTileAtWorldXY: function (worldX, worldY, nonNull, camera) { return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer); }, /** * Gets a tile at the given world coordinates from the given isometric layer. * * @method Phaser.Tilemaps.TilemapLayer#getIsoTileAtWorldXY * @since 3.60.0 * * @param {number} worldX - X position to get the tile from (given in pixels) * @param {number} worldY - Y position to get the tile from (given in pixels) * @param {boolean} [originTop=true] - Which is the active face of the isometric tile? The top (default, true), or the base? (false) * @param {boolean} [nonNull=false] - If true, function won't return null for empty tiles, but a Tile object with an index of -1. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid. */ getIsoTileAtWorldXY: function (worldX, worldY, originTop, nonNull, camera) { if (originTop === undefined) { originTop = true; } var point = this.tempVec; TilemapComponents.IsometricWorldToTileXY(worldX, worldY, true, point, camera, this.layer, originTop); return this.getTileAt(point.x, point.y, nonNull); }, /** * Gets the tiles in the given rectangular area (in tile coordinates) of the layer. * * @method Phaser.Tilemaps.TilemapLayer#getTilesWithin * @since 3.50.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects found within the area. */ getTilesWithin: function (tileX, tileY, width, height, filteringOptions) { return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer); }, /** * Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, * Line, Rectangle or Triangle. The shape should be in world coordinates. * * @method Phaser.Tilemaps.TilemapLayer#getTilesWithinShape * @since 3.50.0 * * @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.Triangle)} shape - A shape in world (pixel) coordinates * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return. * * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects found within the shape. */ getTilesWithinShape: function (shape, filteringOptions, camera) { return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer); }, /** * Gets the tiles in the given rectangular area (in world coordinates) of the layer. * * @method Phaser.Tilemaps.TilemapLayer#getTilesWithinWorldXY * @since 3.50.0 * * @param {number} worldX - The world x coordinate for the top-left of the area. * @param {number} worldY - The world y coordinate for the top-left of the area. * @param {number} width - The width of the area. * @param {number} height - The height of the area. * @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return. * * @return {Phaser.Tilemaps.Tile[]} An array of Tile objects found within the area. */ getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera) { return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer); }, /** * Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns * false if there is no tile or if the tile at that location has an index of -1. * * @method Phaser.Tilemaps.TilemapLayer#hasTileAt * @since 3.50.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * * @return {boolean} `true` if a tile was found at the given location, otherwise `false`. */ hasTileAt: function (tileX, tileY) { return TilemapComponents.HasTileAt(tileX, tileY, this.layer); }, /** * Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns * false if there is no tile or if the tile at that location has an index of -1. * * @method Phaser.Tilemaps.TilemapLayer#hasTileAtWorldXY * @since 3.50.0 * * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when factoring in which tiles to return. * * @return {boolean} `true` if a tile was found at the given location, otherwise `false`. */ hasTileAtWorldXY: function (worldX, worldY, camera) { return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer); }, /** * Puts a tile at the given tile coordinates in the specified layer. You can pass in either an index * or a Tile object. If you pass in a Tile, all attributes will be copied over to the specified * location. If you pass in an index, only the index at the specified location will be changed. * Collision information will be recalculated at the specified location. * * @method Phaser.Tilemaps.TilemapLayer#putTileAt * @since 3.50.0 * * @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object. * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * * @return {Phaser.Tilemaps.Tile} The Tile object that was inserted at the given coordinates. */ putTileAt: function (tile, tileX, tileY, recalculateFaces) { return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, this.layer); }, /** * Puts a tile at the given world coordinates (pixels) in the specified layer. You can pass in either * an index or a Tile object. If you pass in a Tile, all attributes will be copied over to the * specified location. If you pass in an index, only the index at the specified location will be * changed. Collision information will be recalculated at the specified location. * * @method Phaser.Tilemaps.TilemapLayer#putTileAtWorldXY * @since 3.50.0 * * @param {(number|Phaser.Tilemaps.Tile)} tile - The index of this tile to set or a Tile object. * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {boolean} [recalculateFaces] - `true` if the faces data should be recalculated. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {Phaser.Tilemaps.Tile} The Tile object that was inserted at the given coordinates. */ putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera) { return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.layer); }, /** * Puts an array of tiles or a 2D array of tiles at the given tile coordinates in the specified * layer. The array can be composed of either tile indexes or Tile objects. If you pass in a Tile, * all attributes will be copied over to the specified location. If you pass in an index, only the * index at the specified location will be changed. Collision information will be recalculated * within the region tiles were changed. * * @method Phaser.Tilemaps.TilemapLayer#putTilesAt * @since 3.50.0 * * @param {(number[]|number[][]|Phaser.Tilemaps.Tile[]|Phaser.Tilemaps.Tile[][])} tile - A row (array) or grid (2D array) of Tiles or tile indexes to place. * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * * @return {this} This Tilemap Layer object. */ putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces) { TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, this.layer); return this; }, /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive a new index. If an array of indexes is passed in, then * those will be used for randomly assigning new tile indexes. If an array is not provided, the * indexes found within the region (excluding -1) will be used for randomly assigning new tile * indexes. This method only modifies tile indexes and does not change collision information. * * @method Phaser.Tilemaps.TilemapLayer#randomize * @since 3.50.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {number[]} [indexes] - An array of indexes to randomly draw from during randomization. * * @return {this} This Tilemap Layer object. */ randomize: function (tileX, tileY, width, height, indexes) { TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer); return this; }, /** * Removes the tile at the given tile coordinates in the specified layer and updates the layers * collision information. * * @method Phaser.Tilemaps.TilemapLayer#removeTileAt * @since 3.50.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * * @return {Phaser.Tilemaps.Tile} A Tile object. */ removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces) { return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, this.layer); }, /** * Removes the tile at the given world coordinates in the specified layer and updates the layers * collision information. * * @method Phaser.Tilemaps.TilemapLayer#removeTileAtWorldXY * @since 3.50.0 * * @param {number} worldX - The x coordinate, in pixels. * @param {number} worldY - The y coordinate, in pixels. * @param {boolean} [replaceWithNull=true] - If true, this will replace the tile at the specified location with null instead of a Tile with an index of -1. * @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {Phaser.Tilemaps.Tile} The Tile object that was removed from the given location. */ removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera) { return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer); }, /** * Draws a debug representation of the layer to the given Graphics. This is helpful when you want to * get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles * are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation * wherever you want on the screen. * * @method Phaser.Tilemaps.TilemapLayer#renderDebug * @since 3.50.0 * * @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon. * @param {Phaser.Types.Tilemaps.StyleConfig} [styleConfig] - An object specifying the colors to use for the debug drawing. * * @return {this} This Tilemap Layer object. */ renderDebug: function (graphics, styleConfig) { TilemapComponents.RenderDebug(graphics, styleConfig, this.layer); return this; }, /** * Scans the given rectangular area (given in tile coordinates) for tiles with an index matching * `findIndex` and updates their index to match `newIndex`. This only modifies the index and does * not change collision information. * * @method Phaser.Tilemaps.TilemapLayer#replaceByIndex * @since 3.50.0 * * @param {number} findIndex - The index of the tile to search for. * @param {number} newIndex - The index of the tile to replace it with. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * * @return {this} This Tilemap Layer object. */ replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height) { TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer); return this; }, /** * You can control if the Cameras should cull tiles before rendering them or not. * * By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer. * * However, there are some instances when you may wish to disable this. * * @method Phaser.Tilemaps.TilemapLayer#setSkipCull * @since 3.50.0 * * @param {boolean} [value=true] - Set to `true` to stop culling tiles. Set to `false` to enable culling again. * * @return {this} This Tilemap Layer object. */ setSkipCull: function (value) { if (value === undefined) { value = true; } this.skipCull = value; return this; }, /** * When a Camera culls the tiles in this layer it does so using its view into the world, building up a * rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size * of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so * by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px * and you set `paddingX` to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale) * * @method Phaser.Tilemaps.TilemapLayer#setCullPadding * @since 3.50.0 * * @param {number} [paddingX=1] - The amount of extra horizontal tiles to add to the cull check padding. * @param {number} [paddingY=1] - The amount of extra vertical tiles to add to the cull check padding. * * @return {this} This Tilemap Layer object. */ setCullPadding: function (paddingX, paddingY) { if (paddingX === undefined) { paddingX = 1; } if (paddingY === undefined) { paddingY = 1; } this.cullPaddingX = paddingX; this.cullPaddingY = paddingY; return this; }, /** * Sets collision on the given tile or tiles within a layer by index. You can pass in either a * single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if * collision will be enabled (true) or disabled (false). * * @method Phaser.Tilemaps.TilemapLayer#setCollision * @since 3.50.0 * * @param {(number|array)} indexes - Either a single tile index, or an array of tile indexes. * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update. * @param {boolean} [updateLayer=true] - If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost. * * @return {this} This Tilemap Layer object. */ setCollision: function (indexes, collides, recalculateFaces, updateLayer) { TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer, updateLayer); return this; }, /** * Sets collision on a range of tiles in a layer whose index is between the specified `start` and * `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set * collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be * enabled (true) or disabled (false). * * @method Phaser.Tilemaps.TilemapLayer#setCollisionBetween * @since 3.50.0 * * @param {number} start - The first index of the tile to be set for collision. * @param {number} stop - The last index of the tile to be set for collision. * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update. * * @return {this} This Tilemap Layer object. */ setCollisionBetween: function (start, stop, collides, recalculateFaces) { TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer); return this; }, /** * Sets collision on the tiles within a layer by checking tile properties. If a tile has a property * that matches the given properties object, its collision flag will be set. The `collides` * parameter controls if collision will be enabled (true) or disabled (false). Passing in * `{ collides: true }` would update the collision flag on any tiles with a "collides" property that * has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can * also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a * "types" property that matches any of those values, its collision flag will be updated. * * @method Phaser.Tilemaps.TilemapLayer#setCollisionByProperty * @since 3.50.0 * * @param {object} properties - An object with tile properties and corresponding values that should be checked. * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update. * * @return {this} This Tilemap Layer object. */ setCollisionByProperty: function (properties, collides, recalculateFaces) { TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.layer); return this; }, /** * Sets collision on all tiles in the given layer, except for tiles that have an index specified in * the given array. The `collides` parameter controls if collision will be enabled (true) or * disabled (false). Tile indexes not currently in the layer are not affected. * * @method Phaser.Tilemaps.TilemapLayer#setCollisionByExclusion * @since 3.50.0 * * @param {number[]} indexes - An array of the tile indexes to not be counted for collision. * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update. * * @return {this} This Tilemap Layer object. */ setCollisionByExclusion: function (indexes, collides, recalculateFaces) { TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer); return this; }, /** * Sets collision on the tiles within a layer by checking each tiles collision group data * (typically defined in Tiled within the tileset collision editor). If any objects are found within * a tiles collision group, the tile's colliding information will be set. The `collides` parameter * controls if collision will be enabled (true) or disabled (false). * * @method Phaser.Tilemaps.TilemapLayer#setCollisionFromCollisionGroup * @since 3.50.0 * * @param {boolean} [collides=true] - If true it will enable collision. If false it will clear collision. * @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the update. * * @return {this} This Tilemap Layer object. */ setCollisionFromCollisionGroup: function (collides, recalculateFaces) { TilemapComponents.SetCollisionFromCollisionGroup(collides, recalculateFaces, this.layer); return this; }, /** * Sets a global collision callback for the given tile index within the layer. This will affect all * tiles on this layer that have the same index. If a callback is already set for the tile index it * will be replaced. Set the callback to null to remove it. If you want to set a callback for a tile * at a specific location on the map then see setTileLocationCallback. * * @method Phaser.Tilemaps.TilemapLayer#setTileIndexCallback * @since 3.50.0 * * @param {(number|number[])} indexes - Either a single tile index, or an array of tile indexes to have a collision callback set for. * @param {function} callback - The callback that will be invoked when the tile is collided with. * @param {object} callbackContext - The context under which the callback is called. * * @return {this} This Tilemap Layer object. */ setTileIndexCallback: function (indexes, callback, callbackContext) { TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer); return this; }, /** * Sets a collision callback for the given rectangular area (in tile coordinates) within the layer. * If a callback is already set for the tile index it will be replaced. Set the callback to null to * remove it. * * @method Phaser.Tilemaps.TilemapLayer#setTileLocationCallback * @since 3.50.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * @param {function} [callback] - The callback that will be invoked when the tile is collided with. * @param {object} [callbackContext] - The context, or scope, under which the callback is invoked. * * @return {this} This Tilemap Layer object. */ setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext) { TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer); return this; }, /** * Shuffles the tiles in a rectangular region (specified in tile coordinates) within the given * layer. It will only randomize the tiles in that area, so if they're all the same nothing will * appear to have changed! This method only modifies tile indexes and does not change collision * information. * * @method Phaser.Tilemaps.TilemapLayer#shuffle * @since 3.50.0 * * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * * @return {this} This Tilemap Layer object. */ shuffle: function (tileX, tileY, width, height) { TilemapComponents.Shuffle(tileX, tileY, width, height, this.layer); return this; }, /** * Scans the given rectangular area (given in tile coordinates) for tiles with an index matching * `indexA` and swaps then with `indexB`. This only modifies the index and does not change collision * information. * * @method Phaser.Tilemaps.TilemapLayer#swapByIndex * @since 3.50.0 * * @param {number} tileA - First tile index. * @param {number} tileB - Second tile index. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * * @return {this} This Tilemap Layer object. */ swapByIndex: function (indexA, indexB, tileX, tileY, width, height) { TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer); return this; }, /** * Converts from tile X coordinates (tile units) to world X coordinates (pixels), factoring in the * layers position, scale and scroll. * * @method Phaser.Tilemaps.TilemapLayer#tileToWorldX * @since 3.50.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {number} The Tile X coordinate converted to pixels. */ tileToWorldX: function (tileX, camera) { return this.tilemap.tileToWorldX(tileX, camera, this); }, /** * Converts from tile Y coordinates (tile units) to world Y coordinates (pixels), factoring in the * layers position, scale and scroll. * * @method Phaser.Tilemaps.TilemapLayer#tileToWorldY * @since 3.50.0 * * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {number} The Tile Y coordinate converted to pixels. */ tileToWorldY: function (tileY, camera) { return this.tilemap.tileToWorldY(tileY, camera, this); }, /** * Converts from tile XY coordinates (tile units) to world XY coordinates (pixels), factoring in the * layers position, scale and scroll. This will return a new Vector2 object or update the given * `point` object. * * @method Phaser.Tilemaps.TilemapLayer#tileToWorldXY * @since 3.50.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {Phaser.Math.Vector2} A Vector2 containing the world coordinates of the Tile. */ tileToWorldXY: function (tileX, tileY, point, camera) { return this.tilemap.tileToWorldXY(tileX, tileY, point, camera, this); }, /** * Returns an array of Vector2s where each entry corresponds to the corner of the requested tile. * * The `tileX` and `tileY` parameters are in tile coordinates, not world coordinates. * * The corner coordinates are in world space, having factored in TilemapLayer scale, position * and the camera, if given. * * The size of the array will vary based on the orientation of the map. For example an * orthographic map will return an array of 4 vectors, where-as a hexagonal map will, * of course, return an array of 6 corner vectors. * * @method Phaser.Tilemaps.Tilemap#getTileCorners * @since 3.60.0 * * @param {number} tileX - The x coordinate, in tiles, not pixels. * @param {number} tileY - The y coordinate, in tiles, not pixels. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {?Phaser.Math.Vector2[]} Returns an array of Vector2s, or null if the layer given was invalid. */ getTileCorners: function (tileX, tileY, camera) { return this.tilemap.getTileCorners(tileX, tileY, camera, this); }, /** * Randomizes the indexes of a rectangular region of tiles (in tile coordinates) within the * specified layer. Each tile will receive a new index. New indexes are drawn from the given * weightedIndexes array. An example weighted array: * * [ * { index: 6, weight: 4 }, // Probability of index 6 is 4 / 8 * { index: 7, weight: 2 }, // Probability of index 7 would be 2 / 8 * { index: 8, weight: 1.5 }, // Probability of index 8 would be 1.5 / 8 * { index: 26, weight: 0.5 } // Probability of index 27 would be 0.5 / 8 * ] * * The probability of any index being choose is (the index's weight) / (sum of all weights). This * method only modifies tile indexes and does not change collision information. * * @method Phaser.Tilemaps.TilemapLayer#weightedRandomize * @since 3.50.0 * * @param {object[]} weightedIndexes - An array of objects to randomly draw from during randomization. They should be in the form: { index: 0, weight: 4 } or { index: [0, 1], weight: 4 } if you wish to draw from multiple tile indexes. * @param {number} [tileX] - The left most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [tileY] - The top most tile index (in tile coordinates) to use as the origin of the area. * @param {number} [width] - How many tiles wide from the `tileX` index the area will be. * @param {number} [height] - How many tiles tall from the `tileY` index the area will be. * * @return {this} This Tilemap Layer object. */ weightedRandomize: function (weightedIndexes, tileX, tileY, width, height) { TilemapComponents.WeightedRandomize(tileX, tileY, width, height, weightedIndexes, this.layer); return this; }, /** * Converts from world X coordinates (pixels) to tile X coordinates (tile units), factoring in the * layers position, scale and scroll. * * You cannot call this method for Isometric or Hexagonal tilemaps as they require * both `worldX` and `worldY` values to determine the correct tile, instead you * should use the `worldToTileXY` method. * * @method Phaser.Tilemaps.TilemapLayer#worldToTileX * @since 3.50.0 * * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles. * @param {boolean} [snapToFloor] - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {number} The tile X coordinate based on the world value. */ worldToTileX: function (worldX, snapToFloor, camera) { return this.tilemap.worldToTileX(worldX, snapToFloor, camera, this); }, /** * Converts from world Y coordinates (pixels) to tile Y coordinates (tile units), factoring in the * layers position, scale and scroll. * * You cannot call this method for Isometric or Hexagonal tilemaps as they require * both `worldX` and `worldY` values to determine the correct tile, instead you * should use the `worldToTileXY` method. * * @method Phaser.Tilemaps.TilemapLayer#worldToTileY * @since 3.50.0 * * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles. * @param {boolean} [snapToFloor] - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {number} The tile Y coordinate based on the world value. */ worldToTileY: function (worldY, snapToFloor, camera) { return this.tilemap.worldToTileY(worldY, snapToFloor, camera, this); }, /** * Converts from world XY coordinates (pixels) to tile XY coordinates (tile units), factoring in the * layers position, scale and scroll. This will return a new Vector2 object or update the given * `point` object. * * @method Phaser.Tilemaps.TilemapLayer#worldToTileXY * @since 3.50.0 * * @param {number} worldX - The x coordinate to be converted, in pixels, not tiles. * @param {number} worldY - The y coordinate to be converted, in pixels, not tiles. * @param {boolean} [snapToFloor] - Whether or not to round the tile coordinate down to the nearest integer. * @param {Phaser.Math.Vector2} [point] - A Vector2 to store the coordinates in. If not given a new Vector2 is created. * @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to use when calculating the tile index from the world values. * * @return {Phaser.Math.Vector2} A Vector2 containing the tile coordinates of the world values. */ worldToTileXY: function (worldX, worldY, snapToFloor, point, camera) { return this.tilemap.worldToTileXY(worldX, worldY, snapToFloor, point, camera, this); }, /** * Destroys this TilemapLayer and removes its link to the associated LayerData. * * @method Phaser.Tilemaps.TilemapLayer#destroy * @since 3.50.0 * * @param {boolean} [removeFromTilemap=true] - Remove this layer from the parent Tilemap? */ destroy: function (removeFromTilemap) { if (removeFromTilemap === undefined) { removeFromTilemap = true; } if (!this.tilemap) { // Abort, we've already been destroyed return; } // Uninstall this layer only if it is still installed on the LayerData object if (this.layer.tilemapLayer === this) { this.layer.tilemapLayer = undefined; } if (removeFromTilemap) { this.tilemap.removeLayer(this); } this.tilemap = undefined; this.layer = undefined; this.culledTiles.length = 0; this.cullCallback = null; this.gidMap = []; this.tileset = []; GameObject.prototype.destroy.call(this); } }); module.exports = TilemapLayer;