/// /// /// /** * Phaser - Tilemap * * This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size. * Internally it creates a TilemapLayer for each layer in the tilemap. */ module Phaser { export class Tilemap { /** * Tilemap constructor * Create a new Tilemap. * * @param game {Phaser.Game} Current game instance. * @param key {string} Asset key for this map. * @param mapData {string} Data of this map. (a big 2d array, normally in csv) * @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. * @param resizeWorld {boolean} Resize the world bound automatically based on this tilemap? * @param tileWidth {number} Width of tiles in this map. * @param tileHeight {number} Height of tiles in this map. */ constructor(game: Game, key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0) { this.game = game; this.type = Phaser.Types.TILEMAP; this.exists = true; this.active = true; this.visible = true; this.alive = true; this.tiles = []; this.layers = []; this.cameraBlacklist = []; this.mapFormat = format; switch (format) { case Tilemap.FORMAT_CSV: this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight); break; case Tilemap.FORMAT_TILED_JSON: this.parseTiledJSON(game.cache.getText(mapData), key); break; } if (this.currentLayer && resizeWorld) { this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true); } } private _tempCollisionData; /** * Reference to the main game object */ public game: Game; /** * The type of game object. */ public type: number; /** * Controls if both update and render are called by the core game loop. */ public exists: bool; /** * Controls if update() is automatically called by the core game loop. */ public active: bool; /** * Controls if this Sprite is rendered or skipped during the core game loop. */ public visible: bool; /** * */ public alive: bool; /** * Tilemap data format enum: CSV. * @type {number} */ public static FORMAT_CSV: number = 0; /** * Tilemap data format enum: Tiled JSON. * @type {number} */ public static FORMAT_TILED_JSON: number = 1; /** * Array contains tile objects of this map. * @type {Tile[]} */ public tiles : Tile[]; /** * Array contains tilemap layer objects of this map. * @type {TilemapLayer[]} */ public layers : TilemapLayer[]; /** * Current tilemap layer. * @type {TilemapLayer} */ public currentLayer: TilemapLayer; /** * The tilemap layer for collision. * @type {TilemapLayer} */ public collisionLayer: TilemapLayer; /** * Tilemap collision callback. * @type {function} */ public collisionCallback = null; /** * Context for the collision callback called with. */ public collisionCallbackContext; /** * Format of this tilemap data. Available values: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON. * @type {number} */ public mapFormat: number; /** * An Array of Cameras to which this GameObject won't render * @type {Array} */ public cameraBlacklist: number[]; /** * Inherited update method. */ public update() { } /** * Render this tilemap to a specific camera with specific offset. * @param camera {Camera} The camera this tilemap will be rendered to. * @param cameraOffsetX {number} X offset of the camera. * @param cameraOffsetY {number} Y offset of the camera. */ public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) { if (this.cameraBlacklist.indexOf(camera.ID) == -1) { // Loop through the layers for (var i = 0; i < this.layers.length; i++) { this.layers[i].render(camera, cameraOffsetX, cameraOffsetY); } } } /** * Parset csv map data and generate tiles. * @param data {string} CSV map data. * @param key {string} Asset key for tileset image. * @param tileWidth {number} Width of its tile. * @param tileHeight {number} Height of its tile. */ private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) { var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight); // Trim any rogue whitespace from the data data = data.trim(); var rows = data.split("\n"); for (var i = 0; i < rows.length; i++) { var column = rows[i].split(","); if (column.length > 0) { layer.addColumn(column); } } layer.updateBounds(); var tileQuantity = layer.parseTileOffsets(); this.currentLayer = layer; this.collisionLayer = layer; this.layers.push(layer); this.generateTiles(tileQuantity); } /** * Parse JSON map data and generate tiles. * @param data {string} JSON map data. * @param key {string} Asset key for tileset image. */ private parseTiledJSON(data: string, key: string) { // Trim any rogue whitespace from the data data = data.trim(); var json = JSON.parse(data); for (var i = 0; i < json.layers.length; i++) { var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight); layer.alpha = json.layers[i].opacity; layer.visible = json.layers[i].visible; layer.tileMargin = json.tilesets[0].margin; layer.tileSpacing = json.tilesets[0].spacing; var c = 0; var row; for (var t = 0; t < json.layers[i].data.length; t++) { if (c == 0) { row = []; } row.push(json.layers[i].data[t]); c++; if (c == json.layers[i].width) { layer.addColumn(row); c = 0; } } layer.updateBounds(); var tileQuantity = layer.parseTileOffsets(); this.currentLayer = layer; this.collisionLayer = layer; this.layers.push(layer); } this.generateTiles(tileQuantity); } /** * Create tiles of given quantity. * @param qty {number} Quentity of tiles to be generated. */ private generateTiles(qty:number) { for (var i = 0; i < qty; i++) { this.tiles.push(new Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight)); } } public get widthInPixels(): number { return this.currentLayer.widthInPixels; } public get heightInPixels(): number { return this.currentLayer.heightInPixels; } // Tile Collision /** * Set callback to be called when this tilemap collides. * @param context {object} Callback will be called with this context. * @param callback {function} Callback function. */ public setCollisionCallback(context, callback) { this.collisionCallbackContext = context; this.collisionCallback = callback; } /** * Set collision configs of tiles in a range index. * @param start {number} First index of tiles. * @param end {number} Last index of tiles. * @param collision {number} Bit field of flags. (see Tile.allowCollision) * @param resetCollisions {boolean} Reset collision flags before set. * @param separateX {boolean} Enable seprate at x-axis. * @param separateY {boolean} Enable seprate at y-axis. */ public setCollisionRange(start: number, end: number, collision?:number = Types.ANY, resetCollisions?: bool = false, separateX?: bool = true, separateY?: bool = true) { for (var i = start; i < end; i++) { this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY); } } /** * Set collision configs of tiles with given index. * @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters. * @param collision {number} Bit field of flags. (see Tile.allowCollision) * @param resetCollisions {boolean} Reset collision flags before set. * @param separateX {boolean} Enable seprate at x-axis. * @param separateY {boolean} Enable seprate at y-axis. */ public setCollisionByIndex(values:number[], collision?:number = Types.ANY, resetCollisions?: bool = false, separateX?: bool = true, separateY?: bool = true) { for (var i = 0; i < values.length; i++) { this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY); } } // Tile Management /** * Get the tile by its index. * @param value {number} Index of the tile you want to get. * @return {Tile} The tile with given index. */ public getTileByIndex(value: number):Tile { if (this.tiles[value]) { return this.tiles[value]; } return null; } /** * Get the tile located at specific position and layer. * @param x {number} X position of this tile located. * @param y {number} Y position of this tile located. * @param [layer] {number} layer of this tile located. * @return {Tile} The tile with specific properties. */ public getTile(x: number, y: number, layer?: number = 0):Tile { return this.tiles[this.layers[layer].getTileIndex(x, y)]; } /** * Get the tile located at specific position (in world coordinate) and layer. (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. * @param [layer] {number} layer of this tile located. * @return {Tile} The tile with specific properties. */ public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile { return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)]; } /** * Gets the tile underneath the Input.x/y position * @param layer The layer to check, defaults to 0 * @returns {Tile} */ public getTileFromInputXY(layer?: number = 0):Tile { return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.getWorldX(), this.game.input.getWorldY())]; } /** * Get tiles overlaps the given object. * @param object {GameObject} Tiles you want to get that overlaps this. * @return {array} Array with tiles information. (Each contains x, y and the tile.) */ public getTileOverlaps(object: Sprite) { return this.currentLayer.getTileOverlaps(object); } // COLLIDE /** * Check whether this tilemap collides with the given game object or group of objects. * @param objectOrGroup {function} Target object of group you want to check. * @param callback {function} This is called if objectOrGroup collides the tilemap. * @param context {object} Callback will be called with this context. * @return {boolean} Return true if this collides with given object, otherwise return false. */ public collide(objectOrGroup = null, callback = null, context = null) { if (callback !== null && context !== null) { this.collisionCallback = callback; this.collisionCallbackContext = context; } if (objectOrGroup == null) { objectOrGroup = this.game.world.group; } // Group? if (objectOrGroup.isGroup == false) { this.collideGameObject(objectOrGroup); } else { objectOrGroup.forEachAlive(this, this.collideGameObject, true); } } /** * Check whether this tilemap collides with the given game object. * @param object {GameObject} Target object you want to check. * @return {boolean} Return true if this collides with given object, otherwise return false. */ public collideGameObject(object: Sprite): bool { if (object.body.type == Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Types.NONE) { this._tempCollisionData = this.collisionLayer.getTileOverlaps(object); if (this.collisionCallback !== null && this._tempCollisionData.length > 0) { this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData); } return true; } else { return false; } } /** * Set a tile to a specific layer. * @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. * @param [layer] {number} which layer you want to set the tile to. */ public putTile(x: number, y: number, index: number, layer?: number = 0) { this.layers[layer].putTile(x, y, index); } // Set current layer // Set layer order? // Delete tiles of certain type // Erase tiles } }