// Maybe should extend Sprite? Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) { /** * @property {Phaser.Game} game - Description. */ this.game = game; /** * @property {Description} canvas - Description. * @default */ this.canvas = Phaser.Canvas.create(renderWidth, renderHeight); /** * @property {Description} context - Description. * @default */ this.context = this.canvas.getContext('2d'); /** * @property {Description} baseTexture - Description. * @default */ this.baseTexture = new PIXI.BaseTexture(this.canvas); /** * @property {Description} texture - Description. * @default */ this.texture = new PIXI.Texture(this.baseTexture); this.frame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid()); /** * @property {Description} sprite - Description. * @default */ this.sprite = new Phaser.Sprite(this.game, x, y, this.texture, this.frame); /** * @property {Description} tileset - Description. */ this.tileset = null; this.tileWidth = 0; this.tileHeight = 0; /** * Read-only variable, do NOT recommend changing after the map is loaded! * @property {number} widthInPixels * @default */ this.widthInPixels = 0; /** * Read-only variable, do NOT recommend changing after the map is loaded! * @property {number} heightInPixels * @default */ this.heightInPixels = 0; this.renderWidth = renderWidth; this.renderHeight = renderHeight; /** * @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; this._results = []; this._tw = 0; 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; this.tilemap = null; this.layer = null; this._x = 0; this._y = 0; this._prevX = 0; this._prevY = 0; this.dirty = true; if (tileset instanceof Phaser.Tileset || typeof tileset === 'string') { this.updateTileset(tileset); } if (tilemap instanceof Phaser.Tilemap) { this.updateMapData(tilemap, layer); } }; Phaser.TilemapLayer.prototype = { updateTileset: function (tileset) { if (tileset instanceof Phaser.Tileset) { this.tileset = tileset; } else if (typeof tileset === 'string') { this.tileset = this.game.cache.getTileset('tiles'); } else { return; } this.tileWidth = this.tileset.tileWidth; this.tileHeight = this.tileset.tileHeight; this.updateMax(); }, updateMapData: function (tilemap, layer) { if (typeof layer === 'undefined') { layer = 0; } if (tilemap instanceof Phaser.Tilemap) { this.tilemap = tilemap; this.layer = this.tilemap.layers[layer]; this.updateMax(); } }, /** * * @method getTileOverlaps * @param {GameObject} object - Tiles you want to get that overlaps this. * @return {array} Array with tiles informations (each contains x, y, and the tile). */ getTiles: function (x, y, width, height, collides) { if (this.tilemap === null) { return; } // 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; } // Cap the values if (x < 0) { x = 0; } if (y < 0) { y = 0; } if (width > this.widthInPixels) { width = this.widthInPixels; } if (height > this.heightInPixels) { height = this.heightInPixels; } // Convert the pixel values into tile coordinates this._tx = this.game.math.snapToFloor(x, this.tileWidth) / this.tileWidth; this._ty = this.game.math.snapToFloor(y, this.tileHeight) / this.tileHeight; this._tw = (this.game.math.snapToCeil(width, this.tileWidth) + this.tileWidth) / this.tileWidth; this._th = (this.game.math.snapToCeil(height, this.tileHeight) + this.tileHeight) / this.tileHeight; this._results.length = 0; this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th }); var _index = 0; var _tile = null; 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]) { // Could combine _index = this.layer.data[wy][wx] - 1; _tile = this.tileset.getTile(_index); if (collides == false || (collides && _tile.collideNone == false)) { this._results.push({ left: wx * _tile.width, right: (wx * _tile.width) + _tile.width, top: wy * _tile.height, bottom: (wy * _tile.height) + _tile.height, width: _tile.width, height: _tile.height, tx: wx, ty: wy, tile: _tile }); } } } } return this._results; }, updateMax: function () { this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1; this._maxY = this.game.math.ceil(this.canvas.height / this.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.widthInPixels = this.layer.width * this.tileWidth; this.heightInPixels = this.layer.height * this.tileHeight; } this.dirty = true; }, render: function () { if (!this.dirty || !this.tileset || !this.tilemap || !this.sprite.visible) { return; } this._prevX = this._dx; this._prevY = this._dy; this._dx = -(this._x - (this._startX * this.tileWidth)); this._dy = -(this._y - (this._startY * this.tileHeight)); this._tx = this._dx; this._ty = this._dy; // First let's just copy over the whole canvas, offset by the scroll difference // Then we only need fill in the missing strip/s (could be top/bottom/left/right I guess) // ScrollZone code might be useful here. this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); for (var y = this._startY; y < this._startY + this._maxY; y++) { this._column = this.layer.data[y]; for (var x = this._startX; x < this._startX + this._maxX; x++) { // only -1 on TILED maps, not CSV var tile = this.tileset.tiles[this._column[x]-1]; // if (this.tileset.checkTileIndex(tile)) // { this.context.drawImage( this.tileset.image, tile.x, tile.y, this.tileWidth, this.tileHeight, Math.floor(this._tx), Math.floor(this._ty), this.tileWidth, this.tileHeight ); // } this._tx += this.tileWidth; } this._tx = this._dx; this._ty += this.tileHeight; } // 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; return true; } }; Phaser.TilemapLayer.prototype.deltaAbsX = function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); } Phaser.TilemapLayer.prototype.deltaAbsY = function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); } Phaser.TilemapLayer.prototype.deltaX = function () { return this._dx - this._prevX; } Phaser.TilemapLayer.prototype.deltaY = function () { return this._dy - this._prevY; } Object.defineProperty(Phaser.TilemapLayer.prototype, "x", { get: function () { return this._x; }, set: function (value) { if (value !== this._x && value >= 0) { this._x = value; if (this._x > (this.widthInPixels - this.renderWidth)) { this._x = this.widthInPixels - this.renderWidth; } this._startX = this.game.math.floor(this._x / this.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; } } }); Object.defineProperty(Phaser.TilemapLayer.prototype, "y", { get: function () { return this._y; }, set: function (value) { if (value !== this._y && value >= 0) { this._y = value; if (this._y > (this.heightInPixels - this.renderHeight)) { this._y = this.heightInPixels - this.renderHeight; } this._startY = this.game.math.floor(this._y / this.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; } } });