/// /** * Phaser - TilemapLayer * * A Tilemap Layer. Tiled format maps can have multiple overlapping layers. */ module Phaser { export class TilemapLayer { 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._texture = this._game.cache.getImage(key); } private _game: Game; private _parent: Tilemap; 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; public name: string; public alpha: number = 1; public exists: bool = true; public visible: bool = true; //public scrollFactor: MicroPoint; public orientation: string; public properties: {}; public mapData; public mapFormat: number; public boundsInTiles: Rectangle; public tileWidth: number; public tileHeight: number; public widthInTiles: number = 0; public heightInTiles: number = 0; public widthInPixels: number = 0; public heightInPixels: number = 0; public tileMargin: number = 0; public tileSpacing: number = 0; 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); } 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 var tiles = this.getTileBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH); Collision.TILE_OVERLAP = false; for (var r = 0; r < tiles.length; r++) { if (tiles[r].tile.allowCollisions != Collision.NONE) { Collision.separateTile(object, tiles[r].x * this.tileWidth, tiles[r].y * this.tileHeight, this.tileWidth, this.tileHeight, tiles[r].tile.mass, tiles[r].tile.collideLeft, tiles[r].tile.collideRight, tiles[r].tile.collideUp, tiles[r].tile.collideDown); } } return Collision.TILE_OVERLAP; } public getTileBlock(x: number, y: number, width: number, height: number) { if (x < 0) { x = 0; } if (y < 0) { y = 0; } if (width > this.widthInTiles) { width = this.widthInTiles; } if (height > this.heightInTiles) { height = this.heightInTiles; } var output = []; for (var ty = y; ty < y + height; ty++) { for (var tx = x; tx < x + width; tx++) { if (this.mapData[ty] && this.mapData[ty][tx]) { output.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] }); } } } return output; } 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; } 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; } public updateBounds() { this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles); //console.log('layer bounds', this.boundsInTiles); } 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); } 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; } } }