/// /** * Phaser - TilemapLayer * * A Tilemap Layer. Tiled format maps can have multiple overlapping layers. */ module Phaser { export class TilemapLayer { /** * TilemapLayer constructor * Create a new TilemapLayer. * * @param game {Phaser.Game} Current game instance. * @param parent {Tilemap} The tilemap that contains this layer. * @param key {string} Asset key for this map. * @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. * @param name {string} Name of this layer, so you can get this layer by its name. * @param tileWidth {number} Width of tiles in this map. * @param tileHeight {number} Height of tiles in this map. */ constructor(game: Game, parent:Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) { this._game = game; this._parent = parent; this.name = name; this.mapFormat = mapFormat; this.tileWidth = tileWidth; this.tileHeight = tileHeight; this.boundsInTiles = new Rectangle(); //this.scrollFactor = new MicroPoint(1, 1); this.mapData = []; this._tempTileBlock = []; this._texture = this._game.cache.getImage(key); } /** * Local private reference to game. */ private _game: Game; /** * The tilemap that contains this layer. * @type {Tilemap} */ private _parent: Tilemap; /** * Tileset of this layer. */ private _texture; private _tileOffsets; private _startX: number = 0; private _startY: number = 0; private _maxX: number = 0; private _maxY: number = 0; private _tx: number = 0; private _ty: number = 0; private _dx: number = 0; private _dy: number = 0; private _oldCameraX: number = 0; private _oldCameraY: number = 0; private _columnData; private _tempTileX: number; private _tempTileY: number; private _tempTileW: number; private _tempTileH: number; private _tempTileBlock; private _tempBlockResults; /** * Name of this layer, so you can get this layer by its name. * @type {string} */ public name: string; /** * Opacity of this layer. * @type {number} */ public alpha: number = 1; /** * Controls whether update() and draw() are automatically called. * @type {boolean} */ public exists: bool = true; /** * Controls whether draw() are automatically called. * @type {boolean} */ public visible: bool = true; //public scrollFactor: MicroPoint; /** * @type {string} */ public orientation: string; /** * Properties of this map layer. (normally set by map editors) */ public properties: {}; /** * Map data in a 2d array, its element is a index number for that tile. * @type {number[][]} */ public mapData; /** * Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. */ public mapFormat: number; /** * It's width and height are in tiles instead of pixels. * @type {Rectangle} */ public boundsInTiles: Rectangle; /** * Width of each tile. * @type {number} */ public tileWidth: number; /** * Height of a single tile. * @type {number} */ public tileHeight: number; /** * How many tiles in each row. * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ public widthInTiles: number = 0; /** * How many tiles in each column. * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ public heightInTiles: number = 0; /** * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ public widthInPixels: number = 0; /** * Read-only variable, do NOT recommend changing after the map is loaded! * @type {number} */ public heightInPixels: number = 0; /** * Distance between REAL tiles to the tileset texture bound. * @type {number} */ public tileMargin: number = 0; /** * Distance between every 2 neighbor tile in the tileset texture. * @type {number} */ public tileSpacing: number = 0; /** * Set a specific tile with its x and y in tiles. * @param x {number} X position of this tile. * @param y {number} Y position of this tile. * @param index {number} The index of this tile type in the core map data. */ public putTile(x: number, y: number, index: number) { x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; if (y >= 0 && y < this.mapData.length) { if (x >= 0 && x < this.mapData[y].length) { this.mapData[y][x] = index; } } } /** * Swap tiles with 2 kinds of indexes. * @param tileA {number} First tile index. * @param tileB {number} Second tile index. * @param [x] {number} specify a rectangle of tiles to operate. The x position in tiles of rectangle's left-top corner. * @param [y] {number} specify a rectangle of tiles to operate. The y position in tiles of rectangle's left-top corner. * @param [width] {number} specify a rectangle of tiles to operate. The width in tiles. * @param [height] {number} specify a rectangle of tiles to operate. The height in tiles. */ public swapTile(tileA: number, tileB: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) { this.getTempBlock(x, y, width, height); for (var r = 0; r < this._tempTileBlock.length; r++) { // First sweep marking tileA as needing a new index if (this._tempTileBlock[r].tile.index == tileA) { this._tempTileBlock[r].newIndex = true; } // In the same pass we can swap tileB to tileA if (this._tempTileBlock[r].tile.index == tileB) { this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA; } } for (var r = 0; r < this._tempTileBlock.length; r++) { // And now swap our newIndex tiles for tileB if (this._tempTileBlock[r].newIndex == true) { this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB; } } } /** * Fill a tile block with a specific tile index. * @param index {number} Index of tiles you want to fill with. * @param [x] {number} x position (in tiles) of block's left-top corner. * @param [y] {number} y position (in tiles) of block's left-top corner. * @param [width] {number} width of block. * @param [height] {number} height of block. */ public fillTile(index: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) { this.getTempBlock(x, y, width, height); for (var r = 0; r < this._tempTileBlock.length; r++) { this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index; } } /** * Set random tiles to a specific tile block. * @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block. * @param [x] {number} x position (in tiles) of block's left-top corner. * @param [y] {number} y position (in tiles) of block's left-top corner. * @param [width] {number} width of block. * @param [height] {number} height of block. */ public randomiseTiles(tiles: number[], x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) { this.getTempBlock(x, y, width, height); for (var r = 0; r < this._tempTileBlock.length; r++) { this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this._game.math.getRandom(tiles); } } /** * Replace one kind of tiles to another kind. * @param tileA {number} Index of tiles you want to replace. * @param tileB {number} Index of tiles you want to set. * @param [x] {number} x position (in tiles) of block's left-top corner. * @param [y] {number} y position (in tiles) of block's left-top corner. * @param [width] {number} width of block. * @param [height] {number} height of block. */ public replaceTile(tileA: number, tileB: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) { this.getTempBlock(x, y, width, height); for (var r = 0; r < this._tempTileBlock.length; r++) { if (this._tempTileBlock[r].tile.index == tileA) { this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB; } } } /** * Get a tile block with specific position and size.(both are in tiles) * @param x {number} X position of block's left-top corner. * @param y {number} Y position of block's left-top corner. * @param width {number} Width of block. * @param height {number} Height of block. */ public getTileBlock(x: number, y: number, width: number, height: number) { var output = []; this.getTempBlock(x, y, width, height); for (var r = 0; r < this._tempTileBlock.length; r++) { output.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile }); } return output; } /** * Get a tile with specific position (in world coordinate). (thus you give a position of a point which is within the tile) * @param x {number} X position of the point in target tile. * @param x {number} Y position of the point in target tile. */ public getTileFromWorldXY(x: number, y: number): number { x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; return this.getTileIndex(x, y); } /** * Get tiles overlaps the given object. * @param object {GameObject} Tiles you want to get that overlaps this. * @return {array} Array with tiles informations. (Each contains x, y and the tile.) */ public getTileOverlaps(object: GameObject) { // If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds) if (object.bounds.x < 0 || object.bounds.x > this.widthInPixels || object.bounds.y < 0 || object.bounds.bottom > this.heightInPixels) { return; } // What tiles do we need to check against? this._tempTileX = this._game.math.snapToFloor(object.bounds.x, this.tileWidth) / this.tileWidth; this._tempTileY = this._game.math.snapToFloor(object.bounds.y, this.tileHeight) / this.tileHeight; this._tempTileW = (this._game.math.snapToCeil(object.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth; this._tempTileH = (this._game.math.snapToCeil(object.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight; // Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock) this._tempBlockResults = []; this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true); Collision.TILE_OVERLAP = false; for (var r = 0; r < this._tempTileBlock.length; r++) { if (Collision.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true) { this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile }); } } return this._tempBlockResults; } /** * Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock) * @param x {number} X position of block's left-top corner. * @param y {number} Y position of block's left-top corner. * @param width {number} Width of block. * @param height {number} Height of block. * @param collisionOnly {boolean} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE). */ private getTempBlock(x: number, y: number, width: number, height: number, collisionOnly?: bool = false) { if (x < 0) { x = 0; } if (y < 0) { y = 0; } if (width > this.widthInTiles) { width = this.widthInTiles; } if (height > this.heightInTiles) { height = this.heightInTiles; } this._tempTileBlock = []; for (var ty = y; ty < y + height; ty++) { for (var tx = x; tx < x + width; tx++) { if (collisionOnly) { // We only want to consider the tile for checking if you can actually collide with it if (this.mapData[ty] && this.mapData[ty][tx] && this._parent.tiles[this.mapData[ty][tx]].allowCollisions != Collision.NONE) { this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] }); } } else { if (this.mapData[ty] && this.mapData[ty][tx]) { this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] }); } } } } } /** * Get the tile index of specific position (in tiles). * @param x {number} X position of the tile. * @param y {number} Y position of the tile. * @return {number} Index of the tile at that position. Return null if there isn't a tile there. */ public getTileIndex(x: number, y: number): number { if (y >= 0 && y < this.mapData.length) { if (x >= 0 && x < this.mapData[y].length) { return this.mapData[y][x]; } } return null; } /** * Add a column of tiles into the layer. * @param column {string[]/number[]} An array of tile indexes to be added. */ public addColumn(column) { var data = []; for (var c = 0; c < column.length; c++) { data[c] = parseInt(column[c]); } if (this.widthInTiles == 0) { this.widthInTiles = data.length; this.widthInPixels = this.widthInTiles * this.tileWidth; } this.mapData.push(data); this.heightInTiles++; this.heightInPixels += this.tileHeight; } /** * Update boundsInTiles with widthInTiles and heightInTiles. */ public updateBounds() { this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); } /** * Parse tile offsets from map data. * @return {number} length of _tileOffsets array. */ public parseTileOffsets():number { this._tileOffsets = []; var i = 0; if (this.mapFormat == Tilemap.FORMAT_TILED_JSON) { // For some reason Tiled counts from 1 not 0 this._tileOffsets[0] = null; i = 1; } for (var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing)) { for (var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing)) { this._tileOffsets[i] = { x: tx, y: ty }; i++; } } return this._tileOffsets.length; } public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { this._game.stage.context.fillStyle = color; this._game.stage.context.fillText('TilemapLayer: ' + this.name, x, y); this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14); this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28); this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42); } /** * Render this layer to a specific camera with offset to camera. * @param camera {Camera} The camera the layer is going to be rendered. * @param dx {number} X offset to the camera. * @param dy {number} Y offset to the camera. * @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed. */ public render(camera: Camera, dx, dy): bool { if (this.visible === false || this.alpha < 0.1) { return false; } // Work out how many tiles we can fit into our camera and round it up for the edges this._maxX = this._game.math.ceil(camera.width / this.tileWidth) + 1; this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1; // And now work out where in the tilemap the camera actually is this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth); this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight); // Tilemap bounds check if (this._startX < 0) { this._startX = 0; } if (this._startY < 0) { this._startY = 0; } if (this._maxX > this.widthInTiles) { this._maxX = this.widthInTiles; } if (this._maxY > this.heightInTiles) { this._maxY = this.heightInTiles; } if (this._startX + this._maxX > this.widthInTiles) { this._startX = this.widthInTiles - this._maxX; } if (this._startY + this._maxY > this.heightInTiles) { this._startY = this.heightInTiles - this._maxY; } // Finally get the offset to avoid the blocky movement this._dx = dx; this._dy = dy; this._dx += -(camera.worldView.x - (this._startX * this.tileWidth)); this._dy += -(camera.worldView.y - (this._startY * this.tileHeight)); this._tx = this._dx; this._ty = this._dy; // Apply camera difference /* if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { this._dx -= (camera.worldView.x * this.scrollFactor.x); this._dy -= (camera.worldView.y * this.scrollFactor.y); } */ // Alpha if (this.alpha !== 1) { var globalAlpha = this._game.stage.context.globalAlpha; this._game.stage.context.globalAlpha = this.alpha; } for (var row = this._startY; row < this._startY + this._maxY; row++) { this._columnData = this.mapData[row]; for (var tile = this._startX; tile < this._startX + this._maxX; tile++) { if (this._tileOffsets[this._columnData[tile]]) { this._game.stage.context.drawImage( this._texture, // Source Image this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image) this._tileOffsets[this._columnData[tile]].y, // Source Y this.tileWidth, // Source Width this.tileHeight, // Source Height this._tx, // Destination X (where on the canvas it'll be drawn) this._ty, // Destination Y this.tileWidth, // Destination Width (always same as Source Width unless scaled) this.tileHeight // Destination Height (always same as Source Height unless scaled) ); } this._tx += this.tileWidth; } this._tx = this._dx; this._ty += this.tileHeight; } if (globalAlpha > -1) { this._game.stage.context.globalAlpha = globalAlpha; } return true; } } }