var Class = require('../../utils/Class'); var Extend = require('../../utils/object/Extend'); var LayerData = require('./mapdata/LayerData'); var StaticTilemapLayer = require('./staticlayer/StaticTilemapLayer.js'); var DynamicTilemapLayer = require('./dynamiclayer/DynamicTilemapLayer.js'); var Tileset = require('./Tileset'); var Formats = require('./Formats'); var TilemapComponents = require('./components'); var Tile = require('./Tile'); var Rotate = require('../../math/Rotate'); var DegToRad = require('../../math/DegToRad'); var Tilemap = new Class({ initialize: /** * A Tilemap is a container for Tilemap data. This isn't a display object, rather, it holds data * about the map and allows you to add tilesets and tilemap layers to it. A map can have one or * more tilemap layers (StaticTilemapLayer or DynamicTilemapLayer), which are the display * objects that actually render tiles. * * The Tilemap data be parsed from a Tiled JSON file, a CSV file or a 2D array. Tiled is a free * software package specifically for creating tile maps, and is available from: * http://www.mapeditor.org * * A Tilemap has handy methods for getting & manipulating the tiles within a layer. You can only * use the methods that change tiles (e.g. removeTileAt) on a DynamicTilemapLayer. * * Note that all Tilemaps use a base tile size to calculate dimensions from, but that a * StaticTilemapLayer or DynamicTilemapLayer may have its own unique tile size that overrides * it. * * @class Tilemap * @constructor * * @param {Scene} scene - [description] * @param {MapData} mapData - A MapData instance containing Tilemap data. */ function Tilemap (scene, mapData) { /** * @property {Scene} Scene */ this.scene = scene; /** * The base width of a tile in pixels. Note that individual layers may have a different tile * width. * @property {integer} tileWidth */ this.tileWidth = mapData.tileWidth; /** * The base height of a tile in pixels. Note that individual layers may have a different * tile height. * @property {integer} tileHeight */ this.tileHeight = mapData.tileHeight; /** * The width of the map (in tiles). * @property {number} width */ this.width = mapData.width; /** * The height of the map (in tiles). * @property {number} width */ this.height = mapData.height; /** * The orientation of the map data (as specified in Tiled), usually 'orthogonal'. * @property {string} orientation */ this.orientation = mapData.orientation; /** * @property {number} format - The format of the map data. */ this.format = mapData.format; /** * The version of the map data (as specified in Tiled, usually 1). * @property {number} version */ this.version = mapData.version; /** * Map specific properties as specified in Tiled. * @property {object} properties */ this.properties = mapData.properties; /** * The width of the map in pixels based on width * tileWidth. * @property {number} widthInPixels */ this.widthInPixels = mapData.widthInPixels; /** * The height of the map in pixels based on height * tileHeight. * @property {number} heightInPixels */ this.heightInPixels = mapData.heightInPixels; /** * @property {ImageCollection[]} imagecollections */ this.imageCollections = mapData.imageCollections; /** * An array of Tiled Image Layers. * @property {array} images */ this.images = mapData.images; /** * An array of collision data. Specifically, any polyline objects defined in object layers. * @property {array} collision */ this.collision = mapData.collision; // Note: this probably isn't useful anymore /** * @property {LayerData[]} layers - An array of Tilemap layer data. */ this.layers = mapData.layers; /** * An array of Tilesets used in the map. * @property {Tileset[]} tilesets */ this.tilesets = mapData.tilesets; /** * An array of Tiled Object Layers. * @property {array} objects */ this.objects = mapData.objects; /** * The index of the currently selected LayerData object. * @property {integer} currentLayerIndex */ this.currentLayerIndex = 0; }, /** * Adds an image to the map to be used as a tileset. A single map may use multiple tilesets. * Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled * editor. * * @param {string} tilesetName - The name of the tileset as specified in the map data. * @param {string} [key] - The key of the Phaser.Cache image used for this tileset. If * `undefined` or `null` it will look for an image with a key matching the tileset parameter. * @param {integer} [tileWidth] - The width of the tile (in pixels) in the Tileset Image. If not * given it will default to the map's tileWidth value, or the tileWidth specified in the Tiled * JSON file. * @param {integer} [tileHeight] - The height of the tiles (in pixels) in the Tileset Image. If * not given it will default to the map's tileHeight value, or the tileHeight specified in the * Tiled JSON file. * @param {integer} [tileMargin] - The margin around the tiles in the sheet (in pixels). If not * specified, it will default to 0 or the value specified in the Tiled JSON file. * @param {integer} [tileSpacing] - The spacing between each the tile in the sheet (in pixels). * If not specified, it will default to 0 or the value specified in the Tiled JSON file. * @param {integer} [gid=0] - If adding multiple tilesets to a blank map, specify the starting * GID this set will use here. * @return {Tileset|null} Returns the Tileset object that was created or updated, or null if it * failed. */ addTilesetImage: function (tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid) { if (tilesetName === undefined) { return null; } if (key === undefined || key === null) { key = tilesetName; } if (!this.scene.sys.textures.exists(key)) { console.warn('Invalid image key given for tileset: "' + key + '"'); return null; } var texture = this.scene.sys.textures.get(key); var index = this.getTilesetIndex(tilesetName); if (index === null && this.format === Formats.TILEMAP_TILED_JSON) { console.warn('No data found in the JSON tilemap from Tiled matching the tileset name: "' + tilesetName + '"'); return null; } if (this.tilesets[index]) { this.tilesets[index].setTileSize(tileWidth, tileHeight); this.tilesets[index].setSpacing(tileMargin, tileSpacing); this.tilesets[index].setImage(texture); return this.tilesets[index]; } if (tileWidth === undefined) { tileWidth = this.tileWidth; } if (tileHeight === undefined) { tileHeight = this.tileHeight; } if (tileMargin === undefined) { tileMargin = 0; } if (tileSpacing === undefined) { tileSpacing = 0; } if (gid === undefined) { gid = 0; } var tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing); tileset.setImage(texture); this.tilesets.push(tileset); return tileset; }, /** * Turns the StaticTilemapLayer associated with the given layer into a DynamicTilemapLayer. If * no layer specified, the map's current layer is used. This is useful if you want to manipulate * a map at the start of a scene, but then make it non-manipulable and optimize it for speed. * * @param {string|integer|DynamicTilemapLayer} [layer] - The name of the layer from Tiled, the * index of the layer in the map, or a StaticTilemapLayer. * @return {StaticTilemapLayer|null} Returns the new layer that was created, or null if it * failed. */ convertLayerToStatic: function (layer) { layer = this.getLayer(layer); if (layer === null) { return null; } var dynamicLayer = layer.tilemapLayer; if (!dynamicLayer || !(dynamicLayer instanceof DynamicTilemapLayer)) { return null; } var staticLayer = new StaticTilemapLayer(dynamicLayer.scene, dynamicLayer.map, dynamicLayer.layerIndex, dynamicLayer.tileset, dynamicLayer.x, dynamicLayer.y); this.scene.sys.displayList.add(staticLayer); dynamicLayer.destroy(); return staticLayer; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'copy')) { return this; } if (layer !== null) { TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer); } return this; }, /** * Creates a new and empty DynamicTilemapLayer. The currently selected layer in the map is set * to this new layer. * * @param {string} name - The name of this layer. Must be unique within the map. * @param {Tileset} tileset - The tileset the new layer will use. * @param {integer} width - The width of the layer in tiles. If not specified, it will default * to the map's width. * @param {integer} height - The height of the layer in tiles. If not specified, it will default * to the map's height. * @param {integer} tileWidth - The width of the tiles the layer uses for calculations. If not * specified, it will default to the map's tileWidth. * @param {integer} tileHeight - The height of the tiles the layer uses for calculations. If not * specified, it will default to the map's tileHeight. * @return {DynamicTilemapLayer|null} Returns the new layer was created, or null if it failed. */ createBlankDynamicLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight) { if (tileWidth === undefined) { tileWidth = tileset.tileWidth; } if (tileHeight === undefined) { tileHeight = tileset.tileHeight; } if (width === undefined) { width = this.width; } if (height === undefined) { height = this.height; } if (x === undefined) { x = 0; } if (y === undefined) { y = 0; } var index = this.getLayerIndex(name); if (index !== null) { console.warn('Cannot create blank layer: layer with matching name already exists ' + name); return null; } var layerData = new LayerData({ name: name, tileWidth: tileWidth, tileHeight: tileHeight, width: width, height: height }); var row; for (var tileY = 0; tileY < height; tileY++) { row = []; for (var tileX = 0; tileX < width; tileX++) { row.push(new Tile(layerData, -1, tileX, tileY, tileWidth, tileHeight)); } layerData.data.push(row); } this.layers.push(layerData); this.currentLayerIndex = this.layers.length - 1; var dynamicLayer = new DynamicTilemapLayer(this.scene, this, this.currentLayerIndex, tileset, x, y); this.scene.sys.displayList.add(dynamicLayer); return dynamicLayer; }, /** * Creates a new DynamicTilemapLayer that renders the LayerData associated with the given * `layerID`. The currently selected layer in the map is set to this new layer. * * The `layerID` is important. If you've created your map in Tiled then you can get this by * looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and * look at the layers[].name value. Either way it must match. * * Unlike a static layer, a dynamic layer can be modified. See DynamicTilemapLayer for more * information. * * @param {integer|string} layerID - The layer array index value, or if a string is given, the * layer name from Tiled. * @param {Tileset} tileset - The tileset the new layer will use. * @param {number} x - The x position to place the layer in the world. If not specified, it will * default to the layer offset from Tiled or 0. * @param {number} y - The y position to place the layer in the world. If not specified, it will * default to the layer offset from Tiled or 0. * @return {DynamicTilemapLayer|null} Returns the new layer was created, or null if it failed. */ createDynamicLayer: function (layerID, tileset, x, y) { var index = this.getLayerIndex(layerID); if (index === null) { console.warn('Cannot create tilemap layer, invalid layer ID given: ' + layerID); return null; } var layerData = this.layers[index]; // Check for an associated static or dynamic tilemap layer if (layerData.tilemapLayer) { console.warn('Cannot create dynamic tilemap layer since a static or dynamic tilemap layer exists for layer ID:' + layerID); return null; } this.currentLayerIndex = index; // Make sure that all the LayerData & the tiles have the correct tile size. They usually // are, but wouldn't match if you try to load a 2x or 4x res tileset when the map was made // with a 1x res tileset. if (layerData.tileWidth !== tileset.tileWidth || layerData.tileHeight !== tileset.tileHeight) { this.setLayerTileSize(tileset.tileWidth, tileset.tileHeight, index); } // Default the x/y position to match Tiled layer offset, if it exists. if (x === undefined && this.layers[index].x) { x = this.layers[index].x; } if (y === undefined && this.layers[index].y) { y = this.layers[index].y; } var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y); this.scene.sys.displayList.add(layer); return layer; }, /** * Creates a Sprite for every object matching the given gid in the map data. All properties from * the map data objectgroup are copied into the `spriteConfig`, so you can use this as an easy * way to configure Sprite properties from within the map editor. For example giving an object a * property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created. * * @param {string} name - The name of the object layer (from Tiled) to create Sprites from. * @param {integer|string} id - Either the id (object), gid (tile object) or name (object or * tile object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects * with the same graphic. The same name can be used on multiple objects. * @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e. * scene.make.sprite). * @param {Scene} [scene=the scene the map is within] - The Scene to create the Sprites within. * @return {Sprite[]} An array of the Sprites that were created. */ createFromObjects: function (name, id, spriteConfig, scene) { if (spriteConfig === undefined) { spriteConfig = {}; } if (scene === undefined) { scene = this.scene; } if (!this.objects[name]) { console.warn('Cannot create from object. Invalid objectgroup name given: ' + name); return; } var sprites = []; for (var i = 0; i < this.objects[name].length; i++) { var found = false; var obj = this.objects[name][i]; if (obj.gid !== undefined && typeof id === 'number' && obj.gid === id || obj.id !== undefined && typeof id === 'number' && obj.id === id || obj.name !== undefined && typeof id === 'string' && obj.name === id) { found = true; } if (found) { Extend(spriteConfig, obj.properties); spriteConfig.x = obj.x; spriteConfig.y = obj.y; var sprite = this.scene.make.sprite(spriteConfig); sprite.name = obj.name; if (obj.width) { sprite.displayWidth = obj.width; } if (obj.height) { sprite.displayHeight = obj.height; } // Origin is (0, 1) in Tiled, so find the offset that matches the Sprite's origin. var offset = { x: sprite.originX * sprite.displayWidth, y: (sprite.originY - 1) * sprite.displayHeight }; // If the object is rotated, then the origin offset also needs to be rotated. if (obj.rotation) { var angle = DegToRad(obj.rotation); Rotate(offset, angle); sprite.rotation = angle; } sprite.x += offset.x; sprite.y += offset.y; if (obj.flippedHorizontal !== undefined || obj.flippedVertical !== undefined) { sprite.setFlip(obj.flippedHorizontal, obj.flippedVertical); } if (!obj.visible) { sprite.visible = false; } sprites.push(sprite); } } return sprites; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Sprite[]|null} Returns an array of Tiles, or null if the layer given was invalid. */ createFromTiles: function (indexes, replacements, spriteConfig, scene, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer); }, /** * Creates a new StaticTilemapLayer that renders the LayerData associated with the given * `layerID`. The currently selected layer in the map is set to this new layer. * * The `layerID` is important. If you've created your map in Tiled then you can get this by * looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and * look at the layers[].name value. Either way it must match. * * It's important to remember that a static layer cannot be modified. See StaticTilemapLayer for * more information. * * @param {integer|string} layerID - The layer array index value, or if a string is given, the * layer name from Tiled. * @param {Tileset} tileset - The tileset the new layer will use. * @param {number} x - The x position to place the layer in the world. If not specified, it will * default to the layer offset from Tiled or 0. * @param {number} y - The y position to place the layer in the world. If not specified, it will * default to the layer offset from Tiled or 0. * @return {StaticTilemapLayer|null} Returns the new layer was created, or null if it failed. */ createStaticLayer: function (layerID, tileset, x, y) { var index = this.getLayerIndex(layerID); if (index === null) { console.warn('Cannot create tilemap layer, invalid layer ID given: ' + layerID); return null; } var layerData = this.layers[index]; // Check for an associated static or dynamic tilemap layer if (layerData.tilemapLayer) { console.warn('Cannot create static tilemap layer since a static or dynamic tilemap layer exists for layer ID:' + layerID); return null; } this.currentLayerIndex = index; // Make sure that all the LayerData & the tiles have the correct tile size. They usually // are, but wouldn't match if you try to load a 2x or 4x res tileset when the map was made // with a 1x res tileset. if (layerData.tileWidth !== tileset.tileWidth || layerData.tileHeight !== tileset.tileHeight) { this.setLayerTileSize(tileset.tileWidth, tileset.tileHeight, index); } // Default the x/y position to match Tiled layer offset, if it exists. if (x === undefined && this.layers[index].x) { x = this.layers[index].x; } if (y === undefined && this.layers[index].y) { y = this.layers[index].y; } var layer = new StaticTilemapLayer(this.scene, this, index, tileset, x, y); this.scene.sys.displayList.add(layer); return layer; }, /** * Removes all layer data from this Tilemap and nulls the scene reference. This will destroy any * StaticTilemapLayers or DynamicTilemapLayers that have been linked to LayerData. */ destroy: function () { this.removeAllLayers(); this.tilesets.length = 0; this.objects.length = 0; this.scene = undefined; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ fill: function (index, tileX, tileY, width, height, recalculateFaces, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'fill')) { return this; } if (layer !== null) { TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, layer); } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid. */ filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile|null} Returns a Tiles, or null if the layer given was invalid. */ findByIndex: function (findIndex, skip, reverse, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.FindByIndex(findIndex, skip, reverse, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer !== null) { TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, layer); } return this; }, /** * Gets the image layer index based on its name. * * @method Phaser.Tilemap#getImageIndex * @param {string} name - The name of the image to get. * @return {integer} The index of the image in this tilemap, or null if not found. */ getImageIndex: function (name) { return this.getIndex(this.images, name); }, /** * Internally used. Returns the index of the object in one of the Tilemap's arrays whose name * property matches the given `name`. * * @param {array} location - The Tilemap array to search. * @param {string} name - The name of the array element to get. * @return {number} The index of the element in the array, or null if not found. */ getIndex: function (location, name) { for (var i = 0; i < location.length; i++) { if (location[i].name === name) { return i; } } return null; }, /** * Gets the LayerData from this.layers that is associated with `layer`, or null if an invalid * `layer` is given. * * @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a * StaticTilemapLayer. If not given will default to the map's current layer index. * @return {LayerData} The corresponding LayerData within this.layers. */ getLayer: function (layer) { var index = this.getLayerIndex(layer); return index !== null ? this.layers[index] : null; }, /** * Gets the LayerData index of the given `layer` within this.layers, or null if an invalid * `layer` is given. * * @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a * StaticTilemapLayer. If not given will default to the map's current layer index. * @return {integer} The LayerData index within this.layers. */ getLayerIndex: function (layer) { if (layer === undefined) { return this.currentLayerIndex; } else if (typeof layer === 'string') { return this.getLayerIndexByName(layer); } else if (typeof layer === 'number' && layer < this.layers.length) { return layer; } else if (layer instanceof StaticTilemapLayer || layer instanceof DynamicTilemapLayer) { return layer.layerIndex; } else { return null; } }, /** * Gets the index of the LayerData within this.layers that has the given `name`, or null if an * invalid `name` is given. * * @param {string} name - The name of the layer to get. * @return {integer} The LayerData index within this.layers. */ getLayerIndexByName: function (name) { return this.getIndex(this.layers, name); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile|null} Returns a Tile, or null if the layer given was invalid. */ getTileAt: function (tileX, tileY, nonNull, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTileAt(tileX, tileY, nonNull, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile|null} Returns a Tile, or null if the layer given was invalid. */ getTileAtWorldXY: function (worldX, worldY, nonNull, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid. */ getTilesWithin: function (tileX, tileY, width, height, filteringOptions, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid. */ getTilesWithinShape: function (shape, filteringOptions, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Tile[]|null} Returns an array of Tiles, or null if the layer given was invalid. */ getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, layer); }, /** * Gets the index of the Tileset within this.tilesets that has the given `name`, or null if an * invalid `name` is given. * * @param {string} name - The name of the Tileset to get. * @return {integer} The Tileset index within this.tilesets. */ getTilesetIndex: function (name) { return this.getIndex(this.tilesets, name); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {boolean|null} Returns a boolean, or null if the layer given was invalid. */ hasTileAt: function (tileX, tileY, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.HasTileAt(tileX, tileY, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {boolean|null} Returns a boolean, or null if the layer given was invalid. */ hasTileAtWorldXY: function (worldX, worldY, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, layer); }, /** * The LayerData object that is currently selected in the map. You can set this property using * any type supported by setLayer. * @property {LayerData} layer */ layer: { get: function () { return this.layers[this.currentLayerIndex]; }, set: function (layer) { this.setLayer(layer); } }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {Tile|null} Returns a Tile, or null if the layer given was invalid. */ putTileAt: function (tile, tileX, tileY, recalculateFaces, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'putTileAt')) { return null; } if (layer === null) { return null; } return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {Tile|null} Returns a Tile, or null if the layer given was invalid. */ putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'putTileAtWorldXY')) { return null; } if (layer === null) { return null; } return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'putTilesAt')) { return this; } if (layer !== null) { TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, layer); } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ randomize: function (tileX, tileY, width, height, indexes, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'randomize')) { return this; } if (layer !== null) { TilemapComponents.Randomize(tileX, tileY, width, height, indexes, layer); } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ calculateFacesWithin: function (tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, layer); return this; }, /** * Removes all layers from this Tilemap and destroys any associated StaticTilemapLayers or * DynamicTilemapLayers. * * @return {this} */ removeAllLayers: function () { // Destroy any StaticTilemapLayers or DynamicTilemapLayers that are stored in LayerData for (var i = 0; i < this.layers.length; i++) { if (this.layers[i].tilemapLayer) { this.layers[i].tilemapLayer.destroy(); } } this.layers.length = 0; this.currentLayerIndex = 0; return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {Tile|null} Returns a Tile, or null if the layer given was invalid. */ removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'removeTileAt')) { return null; } if (layer === null) { return null; } return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {Tile|null} Returns a Tile, or null if the layer given was invalid. */ removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'removeTileAtWorldXY')) { return null; } if (layer === null) { return null; } return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ renderDebug: function (graphics, styleConfig, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.RenderDebug(graphics, styleConfig, layer); return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'replaceByIndex')) { return this; } if (layer !== null) { TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, layer); } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ setCollision: function (indexes, collides, recalculateFaces, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.SetCollision(indexes, collides, recalculateFaces, layer); return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ setCollisionBetween: function (start, stop, collides, recalculateFaces, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, layer); return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ setCollisionByExclusion: function (indexes, collides, recalculateFaces, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, layer); return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ setTileIndexCallback: function (indexes, callback, callbackContext, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, layer); return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {this|null} Returns this, or null if the layer given was invalid. */ setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, layer); return this; }, /** * Sets the current layer to the LayerData associated with `layer`. * * @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a * StaticTilemapLayer. If not given will default to the map's current layer index. * @return {this} */ setLayer: function (layer) { var index = this.getLayerIndex(layer); if (index !== null) { this.currentLayerIndex = index; } return this; }, /** * Sets the base tile size for the map. Note: this does not necessarily match the tileWidth and * tileHeight for all layers. This also updates the base size on all tiles across all layers. * * @param {integer} tileWidth - The width of the tiles the map uses for calculations. * @param {integer} tileHeight - The height of the tiles the map uses for calculations. * @return {this} */ setBaseTileSize: function (tileWidth, tileHeight) { this.tileWidth = tileWidth; this.tileHeight = tileHeight; this.widthInPixels = this.width * tileWidth; this.heightInPixels = this.height * tileHeight; // Update the base tile size on all tiles for (var i = 0; i < this.layers.length; i++) { var mapData = this.layers[i].data; var mapWidth = this.layers[i].width; var mapHeight = this.layers[i].height; for (var row = 0; row < mapHeight; ++row) { for (var col = 0; col < mapWidth; ++col) { var tile = mapData[row][col]; if (tile !== null) { tile.setSize(undefined, undefined, tileWidth, tileHeight); } } } } return this; }, /** * Sets the tile size for a specific `layer`. Note: this does not necessarily match the map's * tileWidth and tileHeight for all layers. This will set the tile size for the layer and any * tiles the layer has. * * @param {integer} tileWidth - The width of the tiles (in pixels) in the layer. * @param {integer} tileHeight - The height of the tiles (in pixels) in the layer. * @param {string|integer|DynamicTilemapLayer|StaticTilemapLayer} [layer] - The name of the * layer from Tiled, the index of the layer in the map, a DynamicTilemapLayer or a * StaticTilemapLayer. If not given will default to the map's current layer index. * @return {this} */ setLayerTileSize: function (tileWidth, tileHeight, layer) { layer = this.getLayer(layer); if (layer === null) { return this; } layer.tileWidth = tileWidth; layer.tileHeight = tileHeight; var mapData = layer.data; var mapWidth = layer.width; var mapHeight = layer.height; for (var row = 0; row < mapHeight; ++row) { for (var col = 0; col < mapWidth; ++col) { var tile = mapData[row][col]; if (tile !== null) { tile.setSize(tileWidth, tileHeight); } } } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ shuffle: function (tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'shuffle')) { return this; } if (layer !== null) { TilemapComponents.Shuffle(tileX, tileY, width, height, layer); } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. This * cannot be applied to StaticTilemapLayers. * * @return {this|null} Returns this, or null if the layer given was invalid. */ swapByIndex: function (indexA, indexB, tileX, tileY, width, height, layer) { layer = this.getLayer(layer); if (this._isStaticCall(layer, 'swapByIndex')) { return this; } if (layer !== null) { TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, layer); } return this; }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {number|null} Returns this, or null if the layer given was invalid. */ worldToTileX: function (worldX, snapToFloor, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {number|null} Returns this, or null if the layer given was invalid. */ worldToTileY: function (worldY, snapToFloor, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, layer); }, /** * See component documentation. If no layer specified, the map's current layer is used. * * @return {Vector|null} Returns this, or null if the layer given was invalid. */ worldToTileXY: function (worldX, worldY, snapToFloor, point, camera, layer) { layer = this.getLayer(layer); if (layer === null) { return null; } return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, layer); }, /** * Used internally to check if a layer is static and prints out a warning. * * @private * @return {boolean} */ _isStaticCall: function (layer, functionName) { if (layer.tilemapLayer instanceof StaticTilemapLayer) { console.warn(functionName + ': You cannot change the tiles in a static tilemap layer'); return true; } else { return false; } } }); module.exports = Tilemap;