/// /// /// /// /** * Phaser - Tilemap * * This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size. * Internally it creates a TilemapLayer for each layer in the tilemap. */ module Phaser { export class Tilemap extends GameObject { constructor(game: Game, key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0) { super(game); this.isGroup = false; this.tiles = []; this.layers = []; this.mapFormat = format; switch (format) { case Tilemap.FORMAT_CSV: this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight); break; case Tilemap.FORMAT_TILED_JSON: this.parseTiledJSON(game.cache.getText(mapData), key); break; } if (this.currentLayer && resizeWorld) { this._game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true); } } public static FORMAT_CSV: number = 0; public static FORMAT_TILED_JSON: number = 1; public tiles : Tile[]; public layers : TilemapLayer[]; public currentLayer: TilemapLayer; public collisionLayer: TilemapLayer; public mapFormat: number; public update() { } public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) { if (this.cameraBlacklist.indexOf(camera.ID) == -1) { // Loop through the layers for (var i = 0; i < this.layers.length; i++) { this.layers[i].render(camera, cameraOffsetX, cameraOffsetY); } } } private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) { var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); // Trim any rogue whitespace from the data data = data.trim(); var rows = data.split("\n"); for (var i = 0; i < rows.length; i++) { var column = rows[i].split(","); if (column.length > 0) { layer.addColumn(column); } } layer.updateBounds(); var tileQuantity = layer.parseTileOffsets(); this.currentLayer = layer; this.collisionLayer = layer; this.layers.push(layer); this.generateTiles(tileQuantity); console.log('generate layer csv'); } private parseTiledJSON(data: string, key: string) { // Trim any rogue whitespace from the data data = data.trim(); var json = JSON.parse(data); for (var i = 0; i < json.layers.length; i++) { var layer: TilemapLayer = new TilemapLayer(this._game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); layer.alpha = json.layers[i].opacity; layer.visible = json.layers[i].visible; layer.tileMargin = json.tilesets[0].margin; layer.tileSpacing = json.tilesets[0].spacing; var c = 0; var row; for (var t = 0; t < json.layers[i].data.length; t++) { if (c == 0) { row = []; } row.push(json.layers[i].data[t]); c++; if (c == json.layers[i].width) { layer.addColumn(row); c = 0; } console.log('generate layer json'); } layer.updateBounds(); var tileQuantity = layer.parseTileOffsets(); this.currentLayer = layer; this.collisionLayer = layer; this.layers.push(layer); } this.generateTiles(tileQuantity); } private generateTiles(qty:number) { for (var i = 0; i < qty; i++) { this.tiles.push(new Tile(this._game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight)); } } public get widthInPixels(): number { return this.currentLayer.widthInPixels; } public get heightInPixels(): number { return this.currentLayer.heightInPixels; } // Tile Collision public setCollisionRange(start: number, end: number, collision?:number = Collision.ANY, resetCollisions: bool = false) { for (var i = start; i < end; i++) { this.tiles[i].setCollision(collision, resetCollisions); } } public setCollisionByIndex(values:number[], collision?:number = Collision.ANY, resetCollisions: bool = false) { for (var i = 0; i < values.length; i++) { this.tiles[values[i]].setCollision(collision, resetCollisions); } } // Tile Management public getTile(x: number, y: number, layer?: number = 0):Tile { return this.tiles[this.layers[layer].getTileIndex(x, y)]; } public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile { return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)]; } public getTileFromInputXY(layer?: number = 0):Tile { return this.tiles[this.layers[layer].getTileFromWorldXY(this._game.input.worldX, this._game.input.worldY)]; } public getTileOverlaps(object: GameObject) { return this.currentLayer.getTileOverlaps(object); } // COLLIDE public collide(objectOrGroup = null, callback = null): bool { if (objectOrGroup == null) { objectOrGroup = this._game.world.group; } // Group? if (objectOrGroup.isGroup == false) { return this.collideGameObject(objectOrGroup); } else { objectOrGroup.forEachAlive(this, this.collideGameObject, true); } return true; } public collideGameObject(object: GameObject): bool { if (object == this) { return false; } if (object.immovable == false && object.exists == true && object.allowCollisions != Collision.NONE) { return this.collisionLayer.getTileOverlaps(object); } else { return false; } } // Set current layer // Set layer order? // Get block of tiles // Swap tiles around // Delete tiles of certain type // Erase tiles } }