mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
456 lines
No EOL
16 KiB
TypeScript
456 lines
No EOL
16 KiB
TypeScript
/// <reference path="../Game.ts" />
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/**
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* Phaser - TilemapLayer
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*
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* A Tilemap Layer. Tiled format maps can have multiple overlapping layers.
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*/
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module Phaser {
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export class TilemapLayer {
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constructor(game: Game, parent:Tilemap, key: string, mapFormat: number, name: string, tileWidth: number, tileHeight: number) {
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this._game = game;
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this._parent = parent;
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this.name = name;
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this.mapFormat = mapFormat;
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this.tileWidth = tileWidth;
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this.tileHeight = tileHeight;
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this.boundsInTiles = new Rectangle();
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//this.scrollFactor = new MicroPoint(1, 1);
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this.mapData = [];
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this._tempTileBlock = [];
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this._texture = this._game.cache.getImage(key);
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}
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private _game: Game;
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private _parent: Tilemap;
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private _texture;
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private _tileOffsets;
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private _startX: number = 0;
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private _startY: number = 0;
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private _maxX: number = 0;
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private _maxY: number = 0;
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private _tx: number = 0;
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private _ty: number = 0;
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private _dx: number = 0;
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private _dy: number = 0;
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private _oldCameraX: number = 0;
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private _oldCameraY: number = 0;
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private _columnData;
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private _tempTileX: number;
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private _tempTileY: number;
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private _tempTileW: number;
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private _tempTileH: number;
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private _tempTileBlock;
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private _tempBlockResults;
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public name: string;
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public alpha: number = 1;
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public exists: bool = true;
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public visible: bool = true;
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//public scrollFactor: MicroPoint;
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public orientation: string;
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public properties: {};
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public mapData;
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public mapFormat: number;
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public boundsInTiles: Rectangle;
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public tileWidth: number;
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public tileHeight: number;
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public widthInTiles: number = 0;
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public heightInTiles: number = 0;
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public widthInPixels: number = 0;
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public heightInPixels: number = 0;
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public tileMargin: number = 0;
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public tileSpacing: number = 0;
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public putTile(x: number, y: number, index: number) {
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x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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if (y >= 0 && y < this.mapData.length)
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{
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if (x >= 0 && x < this.mapData[y].length)
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{
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this.mapData[y][x] = index;
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}
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}
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}
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public swapTile(tileA: number, tileB: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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// First sweep marking tileA as needing a new index
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if (this._tempTileBlock[r].tile.index == tileA)
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{
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this._tempTileBlock[r].newIndex = true;
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}
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// In the same pass we can swap tileB to tileA
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if (this._tempTileBlock[r].tile.index == tileB)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileA;
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}
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}
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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// And now swap our newIndex tiles for tileB
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if (this._tempTileBlock[r].newIndex == true)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
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}
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}
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}
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public fillTile(index: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = index;
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}
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}
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public randomiseTiles(tiles: number[], x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = this._game.math.getRandom(tiles);
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}
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}
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public replaceTile(tileA: number, tileB: number, x?: number = 0, y?: number = 0, width?: number = this.widthInTiles, height?: number = this.heightInTiles) {
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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if (this._tempTileBlock[r].tile.index == tileA)
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{
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this.mapData[this._tempTileBlock[r].y][this._tempTileBlock[r].x] = tileB;
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}
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}
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}
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public getTileBlock(x: number, y: number, width: number, height: number) {
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var output = [];
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this.getTempBlock(x, y, width, height);
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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output.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
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}
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return output;
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}
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public getTileFromWorldXY(x: number, y: number): number {
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x = this._game.math.snapToFloor(x, this.tileWidth) / this.tileWidth;
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y = this._game.math.snapToFloor(y, this.tileHeight) / this.tileHeight;
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return this.getTileIndex(x, y);
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}
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public getTileOverlaps(object: GameObject) {
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// If the object is outside of the world coordinates then abort the check (tilemap has to exist within world bounds)
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if (object.bounds.x < 0 || object.bounds.x > this.widthInPixels || object.bounds.y < 0 || object.bounds.bottom > this.heightInPixels)
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{
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return;
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}
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// What tiles do we need to check against?
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this._tempTileX = this._game.math.snapToFloor(object.bounds.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this._game.math.snapToFloor(object.bounds.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this._game.math.snapToCeil(object.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this._game.math.snapToCeil(object.bounds.height, this.tileHeight) + this.tileHeight) / this.tileHeight;
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// Loop through the tiles we've got and check overlaps accordingly (the results are stored in this._tempTileBlock)
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this._tempBlockResults = [];
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this.getTempBlock(this._tempTileX, this._tempTileY, this._tempTileW, this._tempTileH, true);
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Collision.TILE_OVERLAP = false;
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for (var r = 0; r < this._tempTileBlock.length; r++)
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{
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if (Collision.separateTile(object, this._tempTileBlock[r].x * this.tileWidth, this._tempTileBlock[r].y * this.tileHeight, this.tileWidth, this.tileHeight, this._tempTileBlock[r].tile.mass, this._tempTileBlock[r].tile.collideLeft, this._tempTileBlock[r].tile.collideRight, this._tempTileBlock[r].tile.collideUp, this._tempTileBlock[r].tile.collideDown, this._tempTileBlock[r].tile.separateX, this._tempTileBlock[r].tile.separateY) == true)
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{
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this._tempBlockResults.push({ x: this._tempTileBlock[r].x, y: this._tempTileBlock[r].y, tile: this._tempTileBlock[r].tile });
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}
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}
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return this._tempBlockResults;
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}
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private getTempBlock(x: number, y: number, width: number, height: number, collisionOnly?: bool = false) {
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if (x < 0)
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{
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x = 0;
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}
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if (y < 0)
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{
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y = 0;
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}
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if (width > this.widthInTiles)
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{
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width = this.widthInTiles;
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}
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if (height > this.heightInTiles)
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{
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height = this.heightInTiles;
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}
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this._tempTileBlock = [];
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for (var ty = y; ty < y + height; ty++)
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{
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for (var tx = x; tx < x + width; tx++)
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{
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if (collisionOnly)
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{
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// We only want to consider the tile for checking if you can actually collide with it
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if (this.mapData[ty] && this.mapData[ty][tx] && this._parent.tiles[this.mapData[ty][tx]].allowCollisions != Collision.NONE)
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{
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this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
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}
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}
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else
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{
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if (this.mapData[ty] && this.mapData[ty][tx])
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{
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this._tempTileBlock.push({ x: tx, y: ty, tile: this._parent.tiles[this.mapData[ty][tx]] });
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}
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}
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}
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}
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}
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public getTileIndex(x: number, y: number): number {
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if (y >= 0 && y < this.mapData.length)
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{
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if (x >= 0 && x < this.mapData[y].length)
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{
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return this.mapData[y][x];
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}
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}
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return null;
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}
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public addColumn(column) {
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var data = [];
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for (var c = 0; c < column.length; c++)
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{
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data[c] = parseInt(column[c]);
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}
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if (this.widthInTiles == 0)
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{
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this.widthInTiles = data.length;
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this.widthInPixels = this.widthInTiles * this.tileWidth;
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}
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this.mapData.push(data);
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this.heightInTiles++;
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this.heightInPixels += this.tileHeight;
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}
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public updateBounds() {
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this.boundsInTiles.setTo(0, 0, this.widthInTiles, this.heightInTiles);
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}
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public parseTileOffsets():number {
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this._tileOffsets = [];
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var i = 0;
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if (this.mapFormat == Tilemap.FORMAT_TILED_JSON)
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{
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// For some reason Tiled counts from 1 not 0
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this._tileOffsets[0] = null;
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i = 1;
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}
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for (var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing))
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{
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for (var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing))
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{
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this._tileOffsets[i] = { x: tx, y: ty };
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i++;
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}
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}
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return this._tileOffsets.length;
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}
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public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
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this._game.stage.context.fillStyle = color;
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this._game.stage.context.fillText('TilemapLayer: ' + this.name, x, y);
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this._game.stage.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
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this._game.stage.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
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this._game.stage.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
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}
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public render(camera: Camera, dx, dy): bool {
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if (this.visible === false || this.alpha < 0.1)
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{
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return false;
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}
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// Work out how many tiles we can fit into our camera and round it up for the edges
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this._maxX = this._game.math.ceil(camera.width / this.tileWidth) + 1;
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this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1;
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// And now work out where in the tilemap the camera actually is
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this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth);
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this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight);
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// Tilemap bounds check
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if (this._startX < 0)
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{
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this._startX = 0;
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}
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if (this._startY < 0)
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{
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this._startY = 0;
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}
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if (this._maxX > this.widthInTiles)
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{
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this._maxX = this.widthInTiles;
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}
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if (this._maxY > this.heightInTiles)
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{
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this._maxY = this.heightInTiles;
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}
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if (this._startX + this._maxX > this.widthInTiles)
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{
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this._startX = this.widthInTiles - this._maxX;
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}
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if (this._startY + this._maxY > this.heightInTiles)
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{
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this._startY = this.heightInTiles - this._maxY;
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}
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// Finally get the offset to avoid the blocky movement
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this._dx = dx;
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this._dy = dy;
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this._dx += -(camera.worldView.x - (this._startX * this.tileWidth));
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this._dy += -(camera.worldView.y - (this._startY * this.tileHeight));
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this._tx = this._dx;
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this._ty = this._dy;
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// Apply camera difference
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/*
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if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
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{
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this._dx -= (camera.worldView.x * this.scrollFactor.x);
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this._dy -= (camera.worldView.y * this.scrollFactor.y);
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}
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*/
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// Alpha
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if (this.alpha !== 1)
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{
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var globalAlpha = this._game.stage.context.globalAlpha;
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this._game.stage.context.globalAlpha = this.alpha;
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}
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for (var row = this._startY; row < this._startY + this._maxY; row++)
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{
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this._columnData = this.mapData[row];
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for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
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{
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if (this._tileOffsets[this._columnData[tile]])
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{
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this._game.stage.context.drawImage(
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this._texture, // Source Image
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this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
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this._tileOffsets[this._columnData[tile]].y, // Source Y
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this.tileWidth, // Source Width
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this.tileHeight, // Source Height
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this._tx, // Destination X (where on the canvas it'll be drawn)
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this._ty, // Destination Y
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this.tileWidth, // Destination Width (always same as Source Width unless scaled)
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this.tileHeight // Destination Height (always same as Source Height unless scaled)
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);
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}
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this._tx += this.tileWidth;
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}
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this._tx = this._dx;
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this._ty += this.tileHeight;
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}
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if (globalAlpha > -1)
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{
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this._game.stage.context.globalAlpha = globalAlpha;
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}
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return true;
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}
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}
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} |