mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
329 lines
15 KiB
JavaScript
329 lines
15 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Tilemap
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*
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* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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*/
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var Phaser;
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(function (Phaser) {
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var Tilemap = (function () {
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/**
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* Tilemap constructor
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* Create a new <code>Tilemap</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param key {string} Asset key for this map.
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* @param mapData {string} Data of this map. (a big 2d array, normally in csv)
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* @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param resizeWorld {bool} Resize the world bound automatically based on this tilemap?
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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*/
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function Tilemap(game, key, mapData, format, resizeWorld, tileWidth, tileHeight) {
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if (typeof resizeWorld === "undefined") { resizeWorld = true; }
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if (typeof tileWidth === "undefined") { tileWidth = 0; }
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if (typeof tileHeight === "undefined") { tileHeight = 0; }
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/**
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* z order value of the object.
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*/
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this.z = -1;
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/**
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* Render iteration counter
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*/
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this.renderOrderID = 0;
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/**
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* Tilemap collision callback.
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* @type {function}
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*/
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this.collisionCallback = null;
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this.game = game;
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this.type = Phaser.Types.TILEMAP;
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this.exists = true;
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this.active = true;
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this.visible = true;
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this.alive = true;
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this.z = -1;
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this.group = null;
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this.name = '';
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this.texture = new Phaser.Display.Texture(this);
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this.transform = new Phaser.Components.TransformManager(this);
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this.tiles = [];
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this.layers = [];
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this.mapFormat = format;
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switch(format) {
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case Tilemap.FORMAT_CSV:
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this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
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break;
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case Tilemap.FORMAT_TILED_JSON:
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this.parseTiledJSON(game.cache.getText(mapData), key);
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break;
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}
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if(this.currentLayer && resizeWorld) {
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this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true);
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}
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}
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Tilemap.FORMAT_CSV = 0;
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Tilemap.FORMAT_TILED_JSON = 1;
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Tilemap.prototype.parseCSV = /**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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* @param key {string} Asset key for tileset image.
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* @param tileWidth {number} Width of its tile.
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* @param tileHeight {number} Height of its tile.
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*/
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function (data, key, tileWidth, tileHeight) {
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var layer = new Phaser.TilemapLayer(this, 0, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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for(var i = 0; i < rows.length; i++) {
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var column = rows[i].split(",");
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if(column.length > 0) {
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layer.addColumn(column);
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}
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}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.generateTiles(tileQuantity);
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};
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Tilemap.prototype.parseTiledJSON = /**
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* Parse JSON map data and generate tiles.
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* @param data {string} JSON map data.
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* @param key {string} Asset key for tileset image.
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*/
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function (data, key) {
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// Trim any rogue whitespace from the data
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data = data.trim();
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var json = JSON.parse(data);
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for(var i = 0; i < json.layers.length; i++) {
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var layer = new Phaser.TilemapLayer(this, i, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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// Check it's a data layer
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if(!json.layers[i].data) {
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continue;
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}
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layer.alpha = json.layers[i].opacity;
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layer.visible = json.layers[i].visible;
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layer.tileMargin = json.tilesets[0].margin;
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layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
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var row;
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for(var t = 0; t < json.layers[i].data.length; t++) {
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if(c == 0) {
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if(c == json.layers[i].width) {
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layer.addColumn(row);
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c = 0;
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}
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}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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}
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this.generateTiles(tileQuantity);
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};
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Tilemap.prototype.generateTiles = /**
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* Create tiles of given quantity.
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* @param qty {number} Quentity of tiles to be generated.
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*/
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function (qty) {
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for(var i = 0; i < qty; i++) {
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this.tiles.push(new Phaser.Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
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}
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};
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Object.defineProperty(Tilemap.prototype, "widthInPixels", {
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get: function () {
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return this.currentLayer.widthInPixels;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Tilemap.prototype, "heightInPixels", {
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get: function () {
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return this.currentLayer.heightInPixels;
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},
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enumerable: true,
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configurable: true
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});
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Tilemap.prototype.setCollisionCallback = // Tile Collision
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/**
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* Set callback to be called when this tilemap collides.
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* @param context {object} Callback will be called with this context.
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* @param callback {function} Callback function.
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*/
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function (context, callback) {
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this.collisionCallbackContext = context;
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this.collisionCallback = callback;
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};
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Tilemap.prototype.setCollisionRange = /**
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* Set collision configs of tiles in a range index.
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* @param start {number} First index of tiles.
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* @param end {number} Last index of tiles.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {bool} Reset collision flags before set.
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*/
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function (start, end, collision, resetCollisions, separateX, separateY) {
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if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for(var i = start; i < end; i++) {
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this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
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}
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};
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Tilemap.prototype.setCollisionByIndex = /**
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* Set collision configs of tiles with given index.
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* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {bool} Reset collision flags before set.
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* @param separateX {bool} Enable seprate at x-axis.
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* @param separateY {bool} Enable seprate at y-axis.
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*/
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function (values, collision, resetCollisions, separateX, separateY) {
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if (typeof collision === "undefined") { collision = Phaser.Types.ANY; }
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if (typeof resetCollisions === "undefined") { resetCollisions = false; }
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if (typeof separateX === "undefined") { separateX = true; }
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if (typeof separateY === "undefined") { separateY = true; }
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for(var i = 0; i < values.length; i++) {
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this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
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}
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};
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Tilemap.prototype.getTileByIndex = // Tile Management
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/**
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* Get the tile by its index.
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* @param value {number} Index of the tile you want to get.
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* @return {Tile} The tile with given index.
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*/
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function (value) {
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if(this.tiles[value]) {
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return this.tiles[value];
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}
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return null;
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};
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Tilemap.prototype.getTile = /**
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* Get the tile located at specific position and layer.
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* @param x {number} X position of this tile located.
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* @param y {number} Y position of this tile located.
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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};
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Tilemap.prototype.getTileFromWorldXY = /**
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* 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)
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* @param x {number} X position of the point in target tile.
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* @param x {number} Y position of the point in target tile.
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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function (x, y, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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};
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Tilemap.prototype.getTileFromInputXY = /**
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* Gets the tile underneath the Input.x/y position
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* @param layer The layer to check, defaults to 0
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* @returns {Tile}
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*/
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function (layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.worldX, this.game.input.worldY)];
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};
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Tilemap.prototype.getTileOverlaps = /**
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* Get tiles overlaps the given object.
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* @param object {GameObject} Tiles you want to get that overlaps this.
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* @return {array} Array with tiles information. (Each contains x, y and the tile.)
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*/
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function (object) {
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return this.currentLayer.getTileOverlaps(object);
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};
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Tilemap.prototype.collide = // COLLIDE
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/**
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* Check whether this tilemap collides with the given game object or group of objects.
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* @param objectOrGroup {function} Target object of group you want to check.
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* @param callback {function} This is called if objectOrGroup collides the tilemap.
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* @param context {object} Callback will be called with this context.
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* @return {bool} Return true if this collides with given object, otherwise return false.
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*/
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function (objectOrGroup, callback, context) {
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if (typeof objectOrGroup === "undefined") { objectOrGroup = null; }
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if (typeof callback === "undefined") { callback = null; }
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if (typeof context === "undefined") { context = null; }
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if(callback !== null && context !== null) {
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this.collisionCallback = callback;
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this.collisionCallbackContext = context;
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}
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if(objectOrGroup == null) {
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objectOrGroup = this.game.world.group;
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}
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// Group?
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if(objectOrGroup.isGroup == false) {
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this.collideGameObject(objectOrGroup);
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} else {
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objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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}
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};
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Tilemap.prototype.collideGameObject = /**
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* Check whether this tilemap collides with the given game object.
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* @param object {GameObject} Target object you want to check.
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* @return {bool} Return true if this collides with given object, otherwise return false.
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*/
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function (object) {
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if(object.body.type == Phaser.Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Phaser.Types.NONE) {
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this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
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if(this.collisionCallback !== null && this._tempCollisionData.length > 0) {
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this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
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}
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return true;
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} else {
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return false;
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}
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};
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Tilemap.prototype.putTile = /**
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* Set a tile to a specific layer.
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* @param x {number} X position of this tile.
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* @param y {number} Y position of this tile.
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* @param index {number} The index of this tile type in the core map data.
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* @param [layer] {number} which layer you want to set the tile to.
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*/
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function (x, y, index, layer) {
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if (typeof layer === "undefined") { layer = this.currentLayer.ID; }
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this.layers[layer].putTile(x, y, index);
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};
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Tilemap.prototype.preUpdate = /**
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* Can be over-ridden if required
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*/
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function () {
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};
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Tilemap.prototype.update = /**
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* Can be over-ridden if required
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*/
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function () {
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};
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Tilemap.prototype.postUpdate = /**
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* Can be over-ridden if required
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*/
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function () {
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};
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Tilemap.prototype.destroy = function () {
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this.texture = null;
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this.transform = null;
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this.tiles.length = 0;
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this.layers.length = 0;
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};
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return Tilemap;
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})();
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Phaser.Tilemap = Tilemap;
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})(Phaser || (Phaser = {}));
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