mirror of
https://github.com/photonstorm/phaser
synced 2024-11-26 22:52:14 +00:00
100 lines
5.6 KiB
JavaScript
100 lines
5.6 KiB
JavaScript
var Phaser;
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(function (Phaser) {
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(function (Renderer) {
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/// <reference path="../../_definitions.ts" />
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(function (Canvas) {
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var TilemapRenderer = (function () {
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function TilemapRenderer(game) {
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// Local rendering related temp vars to help avoid gc spikes through constant var creation
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this._ga = 1;
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this._dx = 0;
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this._dy = 0;
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this._dw = 0;
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this._dh = 0;
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this._tx = 0;
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this._ty = 0;
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this._tl = 0;
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this._maxX = 0;
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this._maxY = 0;
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this._startX = 0;
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this._startY = 0;
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this.game = game;
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}
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TilemapRenderer.prototype.render = /**
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* Render a tilemap to a specific camera.
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* @param camera {Camera} The camera this tilemap will be rendered to.
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*/
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function (camera, tilemap) {
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// Loop through the layers
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this._tl = tilemap.layers.length;
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for(var i = 0; i < this._tl; i++) {
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if(tilemap.layers[i].visible == false || tilemap.layers[i].alpha < 0.1) {
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continue;
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}
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var layer = tilemap.layers[i];
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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 / layer.tileWidth) + 1;
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this._maxY = this.game.math.ceil(camera.height / layer.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 / layer.tileWidth);
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this._startY = this.game.math.floor(camera.worldView.y / layer.tileHeight);
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// Tilemap bounds check
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if(this._startX < 0) {
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this._startX = 0;
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}
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if(this._startY < 0) {
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this._startY = 0;
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}
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if(this._maxX > layer.widthInTiles) {
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this._maxX = layer.widthInTiles;
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}
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if(this._maxY > layer.heightInTiles) {
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this._maxY = layer.heightInTiles;
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}
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if(this._startX + this._maxX > layer.widthInTiles) {
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this._startX = layer.widthInTiles - this._maxX;
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}
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if(this._startY + this._maxY > layer.heightInTiles) {
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this._startY = layer.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 = (camera.screenView.x * layer.transform.scrollFactor.x) - (camera.worldView.x * layer.transform.scrollFactor.x);
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//this._dy = (camera.screenView.y * layer.transform.scrollFactor.y) - (camera.worldView.y * layer.transform.scrollFactor.y);
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//this._dx = (camera.screenView.x * this.scrollFactor.x) + this.x - (camera.worldView.x * this.scrollFactor.x);
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//this._dy = (camera.screenView.y * this.scrollFactor.y) + this.y - (camera.worldView.y * this.scrollFactor.y);
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this._dx = 0;
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this._dy = 0;
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this._dx += -(camera.worldView.x - (this._startX * layer.tileWidth));
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this._dy += -(camera.worldView.y - (this._startY * layer.tileHeight));
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this._tx = this._dx;
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this._ty = this._dy;
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// Alpha
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if(layer.texture.alpha !== 1) {
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this._ga = layer.texture.context.globalAlpha;
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layer.texture.context.globalAlpha = layer.texture.alpha;
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}
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for(var row = this._startY; row < this._startY + this._maxY; row++) {
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this._columnData = layer.mapData[row];
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for(var tile = this._startX; tile < this._startX + this._maxX; tile++) {
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if(layer.tileOffsets[this._columnData[tile]]) {
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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);
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}
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this._tx += layer.tileWidth;
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}
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this._tx = this._dx;
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this._ty += layer.tileHeight;
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}
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if(this._ga > -1) {
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layer.texture.context.globalAlpha = this._ga;
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}
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}
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return true;
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};
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return TilemapRenderer;
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})();
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Canvas.TilemapRenderer = TilemapRenderer;
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})(Renderer.Canvas || (Renderer.Canvas = {}));
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var Canvas = Renderer.Canvas;
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})(Phaser.Renderer || (Phaser.Renderer = {}));
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var Renderer = Phaser.Renderer;
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})(Phaser || (Phaser = {}));
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