phaser/TS Source/renderers/canvas/TilemapRenderer.js
2013-08-28 07:02:57 +01:00

100 lines
5.6 KiB
JavaScript

var Phaser;
(function (Phaser) {
(function (Renderer) {
/// <reference path="../../_definitions.ts" />
(function (Canvas) {
var TilemapRenderer = (function () {
function TilemapRenderer(game) {
// Local rendering related temp vars to help avoid gc spikes through constant var creation
this._ga = 1;
this._dx = 0;
this._dy = 0;
this._dw = 0;
this._dh = 0;
this._tx = 0;
this._ty = 0;
this._tl = 0;
this._maxX = 0;
this._maxY = 0;
this._startX = 0;
this._startY = 0;
this.game = game;
}
TilemapRenderer.prototype.render = /**
* Render a tilemap to a specific camera.
* @param camera {Camera} The camera this tilemap will be rendered to.
*/
function (camera, tilemap) {
// 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 = 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;
};
return TilemapRenderer;
})();
Canvas.TilemapRenderer = TilemapRenderer;
})(Renderer.Canvas || (Renderer.Canvas = {}));
var Canvas = Renderer.Canvas;
})(Phaser.Renderer || (Phaser.Renderer = {}));
var Renderer = Phaser.Renderer;
})(Phaser || (Phaser = {}));