/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game. * * @class Phaser.TilemapLayer * @constructor * @param {Phaser.Game} game - Game reference to the currently running game. * @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs. * @param {number} index - The layer index within the map that this TilemapLayer represents. * @param {number} width - Width of the renderable area of the layer. * @param {number} height - Height of the renderable area of the layer. */ Phaser.TilemapLayer = function (game, tilemap, index, width, height) { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {Phaser.Tilemap} map - The Tilemap to which this layer is bound. */ this.map = tilemap; /** * @property {number} index - The index of this layer within the Tilemap. */ this.index = index; /** * @property {object} layer - The layer object within the Tilemap that this layer represents. */ this.layer = tilemap.layers[index]; /** * @property {HTMLCanvasElement} canvas - The canvas to which this TilemapLayer draws. */ this.canvas = Phaser.Canvas.create(width, height); /** * @property {CanvasRenderingContext2D} context - The 2d context of the canvas. */ this.context = this.canvas.getContext('2d'); /** * @property {PIXI.BaseTexture} baseTexture - Required Pixi var. */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {PIXI.Texture} texture - Required Pixi var. */ this.texture = new PIXI.Texture(this.baseTexture); /** * @property {Phaser.Frame} textureFrame - Dimensions of the renderable area. */ this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid()); Phaser.Sprite.call(this, this.game, 0, 0, this.texture, this.textureFrame); /** * @property {string} name - The name of the layer. */ this.name = ''; /** * @property {number} type - The const type of this object. * @default */ this.type = Phaser.TILEMAPLAYER; /** * An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera. * @property {boolean} fixedToCamera - Fixes this object to the Camera. * @default */ this.fixedToCamera = true; /** * @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered. */ this.cameraOffset = new Phaser.Point(0, 0); /** * @property {string} tileColor - If no tileset is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format. * @default */ this.tileColor = 'rgb(255, 255, 255)'; /** * @property {boolean} debug - If set to true the collideable tile edges path will be rendered. Only works when game is running in Phaser.CANVAS mode. * @default */ this.debug = false; /** * @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer. * @default */ this.debugAlpha = 0.5; /** * @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format. * @default */ this.debugColor = 'rgba(0, 255, 0, 1)'; /** * @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around. * @default */ this.debugFill = false; /** * @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format. * @default */ this.debugFillColor = 'rgba(0, 255, 0, 0.2)'; /** * @property {string} debugCallbackColor - If debug is true this is the color used to outline the edges of tiles that have collision callbacks. Provide in hex or rgb/rgba string format. * @default */ this.debugCallbackColor = 'rgba(255, 0, 0, 1)'; /** * @property {number} scrollFactorX - speed at which this layer scrolls * horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls * half as quickly as the 'normal' camera-locked layers do) * @default 1 */ this.scrollFactorX = 1; /** * @property {number} scrollFactorY - speed at which this layer scrolls * vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls * half as quickly as the 'normal' camera-locked layers do) * @default 1 */ this.scrollFactorY = 1; /** * @property {boolean} dirty - Flag controlling when to re-render the layer. */ this.dirty = true; /** * @property {number} _cw - Local collision var. * @private */ this._cw = tilemap.tileWidth; /** * @property {number} _ch - Local collision var. * @private */ this._ch = tilemap.tileHeight; /** * @property {number} _ga - Local render loop var to help avoid gc spikes. * @private */ this._ga = 1; /** * @property {number} _dx - Local render loop var to help avoid gc spikes. * @private */ this._dx = 0; /** * @property {number} _dy - Local render loop var to help avoid gc spikes. * @private */ this._dy = 0; /** * @property {number} _dw - Local render loop var to help avoid gc spikes. * @private */ this._dw = 0; /** * @property {number} _dh - Local render loop var to help avoid gc spikes. * @private */ this._dh = 0; /** * @property {number} _tx - Local render loop var to help avoid gc spikes. * @private */ this._tx = 0; /** * @property {number} _ty - Local render loop var to help avoid gc spikes. * @private */ this._ty = 0; /** * @property {number} _tw - Local render loop var to help avoid gc spikes. * @private */ this._tw = 0; /** * @property {number} _th - Local render loop var to help avoid gc spikes. * @private */ this._th = 0; /** * @property {number} _tl - Local render loop var to help avoid gc spikes. * @private */ this._tl = 0; /** * @property {number} _maxX - Local render loop var to help avoid gc spikes. * @private */ this._maxX = 0; /** * @property {number} _maxY - Local render loop var to help avoid gc spikes. * @private */ this._maxY = 0; /** * @property {number} _startX - Local render loop var to help avoid gc spikes. * @private */ this._startX = 0; /** * @property {number} _startY - Local render loop var to help avoid gc spikes. * @private */ this._startY = 0; /** * @property {array} _results - Local render loop var to help avoid gc spikes. * @private */ this._results = []; /** * @property {number} _x - Private var. * @private */ this._x = 0; /** * @property {number} _y - Private var. * @private */ this._y = 0; /** * @property {number} _prevX - Private var. * @private */ this._prevX = 0; /** * @property {number} _prevY - Private var. * @private */ this._prevY = 0; this.updateMax(); }; Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype); Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype); Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer; /** * Automatically called by World.postUpdate. Handles cache updates. * * @method Phaser.TilemapLayer#postUpdate * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.postUpdate = function () { Phaser.Sprite.prototype.postUpdate.call(this); // Stops you being able to auto-scroll the camera if it's not following a sprite this.scrollX = this.game.camera.x * this.scrollFactorX; this.scrollY = this.game.camera.y * this.scrollFactorY; this.render(); } /** * Sets the world size to match the size of this layer. * * @method Phaser.TilemapLayer#resizeWorld * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.resizeWorld = function () { this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels); } /** * Take an x coordinate that doesn't account for scrollFactorX and 'fix' it * into a scrolled local space. Used primarily internally * @method Phaser.TilemapLayer#_fixX * @memberof Phaser.TilemapLayer * @private * @param {number} x - x coordinate in camera space * @return {number} x coordinate in scrollFactor-adjusted dimensions */ Phaser.TilemapLayer.prototype._fixX = function(x) { if (x < 0) { x = 0; } if (this.scrollFactorX === 1) { return x; } return this._x + (x - (this._x / this.scrollFactorX)); } /** * Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it * back to camera space. Used primarily internally * @method Phaser.TilemapLayer#_unfixX * @memberof Phaser.TilemapLayer * @private * @param {number} x - x coordinate in scrollFactor-adjusted dimensions * @return {number} x coordinate in camera space */ Phaser.TilemapLayer.prototype._unfixX = function(x) { if (this.scrollFactorX === 1) { return x; } return (this._x / this.scrollFactorX) + (x - this._x); } /** * Take a y coordinate that doesn't account for scrollFactorY and 'fix' it * into a scrolled local space. Used primarily internally * @method Phaser.TilemapLayer#_fixY * @memberof Phaser.TilemapLayer * @private * @param {number} y - y coordinate in camera space * @return {number} y coordinate in scrollFactor-adjusted dimensions */ Phaser.TilemapLayer.prototype._fixY = function(y) { if (y < 0) { y = 0; } if (this.scrollFactorY === 1) { return y; } return this._y + (y - (this._y / this.scrollFactorY)); } /** * Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it * back to camera space. Used primarily internally * @method Phaser.TilemapLayer#_unfixY * @memberof Phaser.TilemapLayer * @private * @param {number} y - y coordinate in scrollFactor-adjusted dimensions * @return {number} y coordinate in camera space */ Phaser.TilemapLayer.prototype._unfixY = function(y) { if (this.scrollFactorY === 1) { return y; } return (this._y / this.scrollFactorY) + (y - this._y); } /** * Convert a pixel value to a tile coordinate. * @method Phaser.TilemapLayer#getTileX * @memberof Phaser.TilemapLayer * @param {number} x - X position of the point in target tile. * @return {Phaser.Tile} The tile with specific properties. */ Phaser.TilemapLayer.prototype.getTileX = function (x) { // var tileWidth = this.tileWidth * this.scale.x; return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth; } /** * Convert a pixel value to a tile coordinate. * @method Phaser.TilemapLayer#getTileY * @memberof Phaser.TilemapLayer * @param {number} y - Y position of the point in target tile. * @return {Phaser.Tile} The tile with specific properties. */ Phaser.TilemapLayer.prototype.getTileY = function (y) { // var tileHeight = this.tileHeight * this.scale.y; return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight; } /** * Convert a pixel value to a tile coordinate. * @method Phaser.TilemapLayer#getTileXY * @memberof Phaser.TilemapLayer * @param {number} x - X position of the point in target tile. * @param {number} y - Y position of the point in target tile. * @param {Phaser.Point|object} point - The Point object to set the x and y values on. * @return {Phaser.Point|object} A Point object with its x and y properties set. */ Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) { point.x = this.getTileX(x); point.y = this.getTileY(y); return point; } /** * Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles. * @method Phaser.TilemapLayer#getTiles * @memberof Phaser.TilemapLayer * @param {number} x - X position of the top left corner. * @param {number} y - Y position of the top left corner. * @param {number} width - Width of the area to get. * @param {number} height - Height of the area to get. * @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces. * @return {array} Array with tiles informations (each contains x, y, and the tile). */ Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) { // Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all) if (typeof collides === 'undefined') { collides = false; } // adjust the x,y coordinates for scrollFactor x = this._fixX(x); y = this._fixY(y); if (width > this.layer.widthInPixels) { width = this.layer.widthInPixels; } if (height > this.layer.heightInPixels) { height = this.layer.heightInPixels; } // Convert the pixel values into tile coordinates this._tx = this.game.math.snapToFloor(x, this._cw) / this._cw; this._ty = this.game.math.snapToFloor(y, this._ch) / this._ch; this._tw = (this.game.math.snapToCeil(width, this._cw) + this._cw) / this._cw; this._th = (this.game.math.snapToCeil(height, this._ch) + this._ch) / this._ch; // This should apply the layer x/y here this._results.length = 0; for (var wy = this._ty; wy < this._ty + this._th; wy++) { for (var wx = this._tx; wx < this._tx + this._tw; wx++) { if (this.layer.data[wy] && this.layer.data[wy][wx]) { if (collides === false || (collides && this.layer.data[wy][wx].canCollide)) { // Convert tile coordinates back to camera space for return var _wx = this._unfixX(wx * this._cw) / this._cw; var _wy = this._unfixY(wy * this._ch) / this._ch; this._results.push({ x: _wx * this._cw, y: _wy * this._ch, right: (_wx * this._cw) + this._cw, bottom: (_wy * this._ch) + this._ch, tile: this.layer.data[wy][wx], layer: this.layer.data[wy][wx].layer }); } } } } return this._results; } /** * Internal function to update maximum values. * @method Phaser.TilemapLayer#updateMax * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.updateMax = function () { this._maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1; this._maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1; if (this.layer) { if (this._maxX > this.layer.width) { this._maxX = this.layer.width; } if (this._maxY > this.layer.height) { this._maxY = this.layer.height; } } this.dirty = true; } /** * Renders the tiles to the layer canvas and pushes to the display. * @method Phaser.TilemapLayer#render * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.render = function () { if (this.layer.dirty) { this.dirty = true; } if (!this.dirty || !this.visible) { return; } this._prevX = this._dx; this._prevY = this._dy; this._dx = -(this._x - (this._startX * this.map.tileWidth)); this._dy = -(this._y - (this._startY * this.map.tileHeight)); this._tx = this._dx; this._ty = this._dy; this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); this.context.fillStyle = this.tileColor; var tile; var set; var ox = 0; var oy = 0; if (this.debug) { this.context.globalAlpha = this.debugAlpha; } for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++) { this._column = this.layer.data[y]; for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++) { if (this._column[x]) { tile = this._column[x]; if (this.map.tiles[tile.index]) { set = this.map.tilesets[this.map.tiles[tile.index][2]] if (set.image) { if (this.debug === false && tile.alpha !== this.context.globalAlpha) { this.context.globalAlpha = tile.alpha; } if (set.tileWidth !== this.map.tileWidth || set.tileHeight !== this.map.tileHeight) { // TODO: Smaller sized tile check this.context.drawImage( this.map.tilesets[this.map.tiles[tile.index][2]].image, this.map.tiles[tile.index][0], this.map.tiles[tile.index][1], set.tileWidth, set.tileHeight, Math.floor(this._tx), Math.floor(this._ty) - (set.tileHeight - this.map.tileHeight), set.tileWidth, set.tileHeight ); } else { this.context.drawImage( this.map.tilesets[this.map.tiles[tile.index][2]].image, this.map.tiles[tile.index][0], this.map.tiles[tile.index][1], this.map.tileWidth, this.map.tileHeight, Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight ); } if (tile.debug) { this.context.fillStyle = 'rgba(0, 255, 0, 0.4)'; this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight); } } else { this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight); } } } this._tx += this.map.tileWidth; } this._tx = this._dx; this._ty += this.map.tileHeight; } if (this.debug) { this.context.globalAlpha = 1; this.renderDebug(); } // Only needed if running in WebGL, otherwise this array will never get cleared down I don't think! if (this.game.renderType === Phaser.WEBGL) { PIXI.texturesToUpdate.push(this.baseTexture); } this.dirty = false; this.layer.dirty = false; return true; } /** * Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true. * @method Phaser.TilemapLayer#renderDebug * @memberof Phaser.TilemapLayer */ Phaser.TilemapLayer.prototype.renderDebug = function () { this._tx = this._dx; this._ty = this._dy; this.context.strokeStyle = this.debugColor; this.context.fillStyle = this.debugFillColor; for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++) { this._column = this.layer.data[y]; for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++) { var tile = this._column[x]; if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight)) { this._tx = Math.floor(this._tx); if (this.debugFill) { this.context.fillRect(this._tx, this._ty, this._cw, this._ch); } this.context.beginPath(); if (tile.faceTop) { this.context.moveTo(this._tx, this._ty); this.context.lineTo(this._tx + this._cw, this._ty); } if (tile.faceBottom) { this.context.moveTo(this._tx, this._ty + this._ch); this.context.lineTo(this._tx + this._cw, this._ty + this._ch); } if (tile.faceLeft) { this.context.moveTo(this._tx, this._ty); this.context.lineTo(this._tx, this._ty + this._ch); } if (tile.faceRight) { this.context.moveTo(this._tx + this._cw, this._ty); this.context.lineTo(this._tx + this._cw, this._ty + this._ch); } this.context.stroke(); } // Collision callback if (tile && (tile.collisionCallback || tile.layer.callbacks[tile.index])) { this.context.fillStyle = this.debugCallbackColor; this.context.fillRect(this._tx, this._ty, this._cw, this._ch); this.context.fillStyle = this.debugFillColor; } this._tx += this.map.tileWidth; } this._tx = this._dx; this._ty += this.map.tileHeight; } } /** * @name Phaser.TilemapLayer#scrollX * @property {number} scrollX - Scrolls the map horizontally or returns the current x position. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", { get: function () { return this._x; }, set: function (value) { // if (value !== this._x && value >= 0 && this.layer && this.layer.widthInPixels > this.width) if (value !== this._x && value >= 0 && this.layer.widthInPixels > this.width) { this._x = value; if (this._x > (this.layer.widthInPixels - this.width)) { this._x = this.layer.widthInPixels - this.width; } this._startX = this.game.math.floor(this._x / this.map.tileWidth); if (this._startX < 0) { this._startX = 0; } if (this._startX + this._maxX > this.layer.width) { this._startX = this.layer.width - this._maxX; } this.dirty = true; } } }); /** * @name Phaser.TilemapLayer#scrollY * @property {number} scrollY - Scrolls the map vertically or returns the current y position. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", { get: function () { return this._y; }, set: function (value) { // if (value !== this._y && value >= 0 && this.layer && this.heightInPixels > this.renderHeight) if (value !== this._y && value >= 0 && this.layer.heightInPixels > this.height) { this._y = value; if (this._y > (this.layer.heightInPixels - this.height)) { this._y = this.layer.heightInPixels - this.height; } this._startY = this.game.math.floor(this._y / this.map.tileHeight); if (this._startY < 0) { this._startY = 0; } if (this._startY + this._maxY > this.layer.height) { this._startY = this.layer.height - this._maxY; } this.dirty = true; } } }); /** * @name Phaser.TilemapLayer#collisionWidth * @property {number} collisionWidth - The width of the collision tiles. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", { get: function () { return this._cw; }, set: function (value) { this._cw = value; this.dirty = true; } }); /** * @name Phaser.TilemapLayer#collisionHeight * @property {number} collisionHeight - The height of the collision tiles. */ Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", { get: function () { return this._ch; }, set: function (value) { this._ch = value; this.dirty = true; } });