var Class = require('../../../utils/Class'); var GameObject = require('../../GameObject'); var Components = require('../../components'); var DynamicTilemapLayerRender = require('./DynamicTilemapLayerRender'); var TilemapComponents = require('../components'); var DynamicTilemapLayer = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Flip, Components.GetBounds, Components.Origin, Components.RenderTarget, Components.ScaleMode, Components.Size, Components.Texture, Components.Transform, Components.Visible, Components.ScrollFactor, DynamicTilemapLayerRender ], initialize: /** * A DynamicTilemapLayer is a game object that renders LayerData from a Tilemap. A * DynamicTilemapLayer can only render tiles from a single tileset. * * A DynamicTilemapLayer trades some speed for being able to apply powerful effects. Unlike a * StaticTilemapLayer, you can apply per-tile effects like tint or alpha, and you can change the * tiles in a DynamicTilemapLayer. Use this over a StaticTilemapLayer when you need those * features. * * @class DynamicTilemapLayer * @constructor * * @param {Scene} scene - [description] * @param {Tilemap} tilemap - The Tilemap this layer is a part of. * @param {integer} layerIndex - The index of the LayerData associated with this layer. * @param {Tileset} tileset - The tileset used to render the tiles in this layer. * @param {number} [x=0] - The world x position where the top left of this layer will be placed. * @param {number} [y=0] - The world y position where the top left of this layer will be placed. */ function DynamicTilemapLayer (scene, tilemap, layerIndex, tileset, x, y) { GameObject.call(this, scene, 'DynamicTilemapLayer'); /** * The Tilemap that this layer is a part of. * @property {Tilemap} map */ this.map = tilemap; /** * The index of the LayerData associated with this layer. * @property {integer} layerIndex */ this.layerIndex = layerIndex; /** * The LayerData associated with this layer. LayerData can only be associated with one * tilemap layer. * @property {LayerData} layerIndex */ this.layer = tilemap.layers[layerIndex]; this.layer.tilemapLayer = this; // Link the LayerData with this static tilemap layer /** * The Tileset associated with this layer. A tilemap layer can only render from one Tileset. * @property {Tileset} tileset */ this.tileset = tileset; /** * Used internally with the canvas render. This holds the tiles that are visible within the * camera. * @property {Tileset} culledTiles */ this.culledTiles = []; this.setTexture(tileset.image.key); this.setPosition(x, y); this.setSizeToFrame(); this.setOrigin(); this.setSize(this.layer.tileWidth * this.layer.width, this.layer.tileHeight * this.layer.height); this.skipIndexZero = false; }, /** * See component documentation. * * @return {this} */ calculateFacesWithin: function (tileX, tileY, width, height) { TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer); return this; }, /** * See component documentation. * * @return {Sprite[]} */ createFromTiles: function (indexes, replacements, spriteConfig, scene, camera) { return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer); }, /** * See component documentation. * * @return {Tile[]} */ cull: function (camera) { return TilemapComponents.CullTiles(this.layer, camera, this.culledTiles); }, /** * See component documentation. * * @return {this} */ copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces) { TilemapComponents.Copy(srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, this.layer); return this; }, /** * Destroys this DynamicTilemapLayer and removes its link to the associated LayerData. * * @method Phaser.TilemapLayer#destroy */ destroy: function () { // Uninstall this layer only if it is still installed on the LayerData object if (this.layer.tilemapLayer === this) { this.layer.tilemapLayer = undefined; } this.map = undefined; this.layer = undefined; this.tileset = undefined; this.culledTiles.length = 0; GameObject.prototype.destroy.call(this); }, /** * See component documentation. * * @return {this} */ fill: function (index, tileX, tileY, width, height, recalculateFaces) { TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, this.layer); return this; }, /** * See component documentation. * * @return {Tile[]} */ filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions) { return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.layer); }, /** * See component documentation. * * @return {Tile} */ findByIndex: function (findIndex, skip, reverse) { return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer); }, /** * See component documentation. * * @return {this} */ forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions) { TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer); return this; }, /** * See component documentation. * * @return {Tile} */ getTileAt: function (tileX, tileY, nonNull) { return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer); }, /** * See component documentation. * * @return {Tile} */ getTileAtWorldXY: function (worldX, worldY, nonNull, camera) { return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer); }, /** * See component documentation. * * @return {Tile[]} */ getTilesWithin: function (tileX, tileY, width, height, filteringOptions) { return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer); }, /** * See component documentation. * * @return {Tile[]} */ getTilesWithinShape: function (shape, filteringOptions, camera) { return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer); }, /** * See component documentation. * * @return {Tile[]} */ getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera) { return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer); }, /** * See component documentation. * * @return {boolean} */ hasTileAt: function (tileX, tileY) { return TilemapComponents.HasTileAt(tileX, tileY, this.layer); }, /** * See component documentation. * * @return {boolean} */ hasTileAtWorldXY: function (worldX, worldY, camera) { return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer); }, /** * See component documentation. * * @return {Tile} */ putTileAt: function (tile, tileX, tileY, recalculateFaces) { return TilemapComponents.PutTileAt(tile, tileX, tileY, recalculateFaces, this.layer); }, /** * See component documentation. * * @return {Tile} */ putTileAtWorldXY: function (tile, worldX, worldY, recalculateFaces, camera) { return TilemapComponents.PutTileAtWorldXY(tile, worldX, worldY, recalculateFaces, camera, this.layer); }, /** * See component documentation. * * @return {this} */ putTilesAt: function (tilesArray, tileX, tileY, recalculateFaces) { TilemapComponents.PutTilesAt(tilesArray, tileX, tileY, recalculateFaces, this.layer); return this; }, /** * See component documentation. * * @return {this} */ randomize: function (tileX, tileY, width, height, indexes) { TilemapComponents.Randomize(tileX, tileY, width, height, indexes, this.layer); return this; }, /** * See component documentation. * * @return {Tile} */ removeTileAt: function (tileX, tileY, replaceWithNull, recalculateFaces) { return TilemapComponents.RemoveTileAt(tileX, tileY, replaceWithNull, recalculateFaces, this.layer); }, /** * See component documentation. * * @return {Tile} */ removeTileAtWorldXY: function (worldX, worldY, replaceWithNull, recalculateFaces, camera) { return TilemapComponents.RemoveTileAtWorldXY(worldX, worldY, replaceWithNull, recalculateFaces, camera, this.layer); }, /** * See component documentation. * * @return {this} */ renderDebug: function (graphics, styleConfig) { TilemapComponents.RenderDebug(graphics, styleConfig, this.layer); return this; }, /** * See component documentation. * * @return {this} */ replaceByIndex: function (findIndex, newIndex, tileX, tileY, width, height) { TilemapComponents.ReplaceByIndex(findIndex, newIndex, tileX, tileY, width, height, this.layer); return this; }, /** * See component documentation. * * @return {this} */ setCollision: function (indexes, collides, recalculateFaces) { TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer); return this; }, /** * See component documentation. * * @return {this} */ setCollisionBetween: function (start, stop, collides, recalculateFaces) { TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer); return this; }, /** * See component documentation. * * @return {this} */ setCollisionByExclusion: function (indexes, collides, recalculateFaces) { TilemapComponents.SetCollisionByExclusion(indexes, collides, recalculateFaces, this.layer); return this; }, /** * See component documentation. * * @return {this} */ setTileIndexCallback: function (indexes, callback, callbackContext) { TilemapComponents.SetTileIndexCallback(indexes, callback, callbackContext, this.layer); return this; }, /** * See component documentation. * * @return {this} */ setTileLocationCallback: function (tileX, tileY, width, height, callback, callbackContext) { TilemapComponents.SetTileLocationCallback(tileX, tileY, width, height, callback, callbackContext, this.layer); return this; }, /** * See component documentation. * * @return {this} */ shuffle: function (tileX, tileY, width, height) { TilemapComponents.Shuffle(tileX, tileY, width, height, this.layer); return this; }, /** * See component documentation. * * @return {this} */ swapByIndex: function (indexA, indexB, tileX, tileY, width, height) { TilemapComponents.SwapByIndex(indexA, indexB, tileX, tileY, width, height, this.layer); return this; }, /** * See component documentation. * * @return {number} */ worldToTileX: function (worldX, snapToFloor, camera) { return TilemapComponents.WorldToTileX(worldX, snapToFloor, camera, this.layer); }, /** * See component documentation. * * @return {number} */ worldToTileY: function (worldY, snapToFloor, camera) { return TilemapComponents.WorldToTileY(worldY, snapToFloor, camera, this.layer); }, /** * See component documentation. * * @return {Vector} */ worldToTileXY: function (worldX, worldY, snapToFloor, point, camera) { return TilemapComponents.WorldToTileXY(worldX, worldY, snapToFloor, point, camera, this.layer); } }); module.exports = DynamicTilemapLayer;