/// /// /// module Phaser.Renderer.Canvas { export class TilemapRenderer { constructor(game: Phaser.Game) { this.game = game; } /** * The essential reference to the main game object */ public game: Phaser.Game; // Local rendering related temp vars to help avoid gc spikes through constant var creation private _ga: number = 1; private _dx: number = 0; private _dy: number = 0; private _dw: number = 0; private _dh: number = 0; private _tx: number = 0; private _ty: number = 0; private _tl: number = 0; private _maxX: number = 0; private _maxY: number = 0; private _startX: number = 0; private _startY: number = 0; private _columnData; /** * Render a tilemap to a specific camera. * @param camera {Camera} The camera this tilemap will be rendered to. */ public render(camera: Camera, tilemap: Tilemap): boolean { // Loop through the layers this._tl = tilemap.layers.length; for (var i = 0; i < this._tl; i++) { if (tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1) { continue; } var layer: TilemapLayer = tilemap.layers[i]; // 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 / layer.tileWidth) + 1; this._maxY = this.game.math.ceil(camera.height / layer.tileHeight) + 1; // And now work out where in the tilemap the camera actually is this._startX = this.game.math.floor(camera.worldView.x / layer.tileWidth); this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight); // Tilemap bounds check if (this._startX < 0) { this._startX = 0; } if (this._startY < 0) { this._startY = 0; } if (this._maxX > layer.widthInTiles) { this._maxX = layer.widthInTiles; } if (this._maxY > layer.heightInTiles) { this._maxY = layer.heightInTiles; } if (this._startX + this._maxX > layer.widthInTiles) { this._startX = layer.widthInTiles - this._maxX; } if (this._startY + this._maxY > layer.heightInTiles) { this._startY = layer.heightInTiles - this._maxY; } // Finally get the offset to avoid the blocky movement //this._dx = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x); //this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y); //this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x); //this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y); this._dx = 0; this._dy = 0; this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth)); this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight)); this._tx = this._dx; this._ty = this._dy; // Alpha if (layer.texture.alpha !== 1) { this._ga = layer.texture.context.globalAlpha; layer.texture.context.globalAlpha = layer.texture.alpha; } for (var row = this._startY; row < this._startY + this._maxY; row++) { this._columnData = layer.mapData[row]; for (var tile = this._startX; tile < this._startX + this._maxX; tile++) { if (layer.tileOffsets[this._columnData[tile]]) { layer.texture.context.drawImage( layer.texture.texture, layer.tileOffsets[this._columnData[tile]].x, layer.tileOffsets[this._columnData[tile]].y, layer.tileWidth, layer.tileHeight, this._tx, this._ty, layer.tileWidth, layer.tileHeight ); } this._tx += layer.tileWidth; } this._tx = this._dx; this._ty += layer.tileHeight; } if (this._ga > -1) { layer.texture.context.globalAlpha = this._ga; } } return true; } } }