/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var GameObjectFactory = require('../gameobjects/GameObjectFactory'); var ParseToTilemap = require('./ParseToTilemap'); /** * Creates a Tilemap from the given key or data, or creates a blank Tilemap if no key/data provided. * When loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing * from a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map * data. For an empty map, you should specify tileWidth, tileHeight, width & height. * * @method Phaser.GameObjects.GameObjectFactory#tilemap * @since 3.0.0 * * @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data. * @param {integer} [tileWidth=32] - The width of a tile in pixels. Pass in `null` to leave as the * default. * @param {integer} [tileHeight=32] - The height of a tile in pixels. Pass in `null` to leave as the * default. * @param {integer} [width=10] - The width of the map in tiles. Pass in `null` to leave as the * default. * @param {integer} [height=10] - The height of the map in tiles. Pass in `null` to leave as the * default. * @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from * a 2D array of tile indexes. Pass in `null` for no data. * @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the * map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty * location will get a Tile object with an index of -1. If you've a large sparsely populated map and * the tile data doesn't need to change then setting this value to `true` will help with memory * consumption. However if your map is small or you need to update the tiles dynamically, then leave * the default value set. * * @return {Phaser.Tilemaps.Tilemap} */ GameObjectFactory.register('tilemap', function (key, tileWidth, tileHeight, width, height, data, insertNull) { // Allow users to specify null to indicate that they want the default value, since null is // shorter & more legible than undefined. Convert null to undefined to allow ParseToTilemap // defaults to take effect. if (key === null) { key = undefined; } if (tileWidth === null) { tileWidth = undefined; } if (tileHeight === null) { tileHeight = undefined; } if (width === null) { width = undefined; } if (height === null) { height = undefined; } return ParseToTilemap(this.scene, key, tileWidth, tileHeight, width, height, data, insertNull); }); // When registering a factory function 'this' refers to the GameObjectFactory context. // // There are several properties available to use: // // this.scene - a reference to the Scene that owns the GameObjectFactory // this.displayList - a reference to the Display List the Scene owns // this.updateList - a reference to the Update List the Scene owns