/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Tile set is a combination of an image containing the tiles and collision data per tile. * * @class Phaser.Tileset * @constructor * @param {Image} image - The Image object from the Cache. * @param {string} key - The key of the tileset in the cache. * @param {number} tileWidth - The width of the tile in pixels. * @param {number} tileHeight - The height of the tile in pixels. * @param {number} [tileMargin] - The margin around the tiles in the sheet. * @param {number} [tileSpacing] - The spacing between the tiles in the sheet. */ Phaser.Tileset = function (image, key, tileWidth, tileHeight, tileMargin, tileSpacing) { if (typeof tileMargin === "undefined") { tileMargin = 0; } if (typeof tileSpacing === "undefined") { tileSpacing = 0; } /** * @property {string} key - The cache ID. */ this.key = key; /** * @property {object} image - The image used for rendering. */ this.image = image; /** * @property {number} tileWidth - The width of a tile in pixels. */ this.tileWidth = tileWidth; /** * @property {number} tileHeight - The height of a tile in pixels. */ this.tileHeight = tileHeight; /** * @property {number} tileMargin - The margin around the tiles in the sheet. */ this.margin = tileMargin; /** * @property {number} tileSpacing - The margin around the tiles in the sheet. */ this.spacing = tileSpacing; /** * @property {array} tiles - An array of the tile collision data. */ this.tiles = []; } Phaser.Tileset.prototype = { /** * Adds a Tile into this set. * * @method Phaser.Tileset#addTile * @param {Phaser.Tile} tile - The tile to add to this set. */ addTile: function (tile) { this.tiles.push(tile); return tile; }, /** * Gets a Tile from this set. * * @method Phaser.Tileset#getTile * @param {number} index - The index of the tile within the set. * @return {Phaser.Tile} The tile. */ getTile: function (index) { if (this.tiles[index]) { return this.tiles[index]; } return null; }, /** * Sets tile spacing and margins. * * @method Phaser.Tileset#setSpacing * @param {number} [tileMargin] - The margin around the tiles in the sheet. * @param {number} [tileSpacing] - The spacing between the tiles in the sheet. */ setSpacing: function (margin, spacing) { this.tileMargin = margin; this.tileSpacing = spacing; }, /** * Checks if the tile at the given index can collide. * * @method Phaser.Tileset#canCollide * @param {number} index - The index of the tile within the set. * @return {boolean} True or false depending on the tile collision or null if no tile was found at the given index. */ canCollide: function (index) { if (this.tiles[index]) { return this.tiles[index].collideNone; } return null; }, /** * Checks if the tile at the given index exists. * * @method Phaser.Tileset#checkTileIndex * @param {number} index - The index of the tile within the set. * @return {boolean} True if a tile exists at the given index otherwise false. */ checkTileIndex: function (index) { return (this.tiles[index]); }, /** * Sets collision values on a range of tiles in the set. * * @method Phaser.Tileset#setCollisionRange * @param {number} start - The index to start setting the collision data on. * @param {number} stop - The index to stop setting the collision data on. * @param {boolean} left - Should the tile collide on the left? * @param {boolean} right - Should the tile collide on the right? * @param {boolean} up - Should the tile collide on the top? * @param {boolean} down - Should the tile collide on the bottom? */ setCollisionRange: function (start, stop, left, right, up, down) { if (this.tiles[start] && this.tiles[stop] && start < stop) { for (var i = start; i <= stop; i++) { this.tiles[i].setCollision(left, right, up, down); } } }, /** * Sets collision values on a tile in the set. * * @method Phaser.Tileset#setCollision * @param {number} index - The index of the tile within the set. * @param {boolean} left - Should the tile collide on the left? * @param {boolean} right - Should the tile collide on the right? * @param {boolean} up - Should the tile collide on the top? * @param {boolean} down - Should the tile collide on the bottom? */ setCollision: function (index, left, right, up, down) { if (this.tiles[index]) { this.tiles[index].setCollision(left, right, up, down); } } } /** * @name Phaser.Tileset#total * @property {number} total - The total number of tiles in this Tileset. * @readonly */ Object.defineProperty(Phaser.Tileset.prototype, "total", { get: function () { return this.tiles.length; } });