var GameObjectCreator = require('../gameobjects/GameObjectCreator'); var ParseToTilemap = require('./ParseToTilemap'); // When registering a factory function 'this' refers to the GameObjectCreator context. /** * 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. * * @param {object} [config] - The config options for the Tilemap. * @param {string} [config.key] - The key in the Phaser cache that corresponds to the loaded tilemap * data. * @param {integer[][]} [config.data] - Instead of loading from the cache, you can also load * directly from a 2D array of tile indexes. * @param {integer} [config.tileWidth=32] - The width of a tile in pixels. * @param {integer} [config.tileHeight=32] - The height of a tile in pixels. * @param {integer} [config.width=10] - The width of the map in tiles. * @param {integer} [config.height=10] - The height of the map in tiles. * @param {boolean} [config.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. * @returns {Tilemap} */ GameObjectCreator.register('tilemap', function (config) { // Defaults are applied in ParseToTilemap var c = config !== undefined ? config : {}; return ParseToTilemap(this.scene, c.key, c.tileWidth, c.tileHeight, c.width, c.height, c.data, c.insertNull); });