mirror of
https://github.com/photonstorm/phaser
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663 lines
No EOL
24 KiB
TypeScript
663 lines
No EOL
24 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../gameobjects/Tilemap.ts" />
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/// <reference path="../gameobjects/IGameObject.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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/**
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* TilemapLayer constructor
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* Create a new <code>TilemapLayer</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param parent {Tilemap} The tilemap that contains this layer.
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* @param key {string} Asset key for this map.
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* @param mapFormat {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param name {string} Name of this layer, so you can get this layer by its name.
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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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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.canvas = game.stage.canvas;
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this.context = game.stage.context;
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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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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* The tilemap that contains this layer.
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* @type {Tilemap}
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*/
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private _parent: Tilemap;
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/**
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* Tileset of this layer.
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*/
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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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/**
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* Name of this layer, so you can get this layer by its name.
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* @type {string}
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*/
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public name: string;
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/**
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* A reference to the Canvas this GameObject will render to
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this GameObject will render to
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* Opacity of this layer.
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* @type {number}
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*/
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public alpha: number = 1;
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/**
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* Controls whether update() and draw() are automatically called.
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* @type {boolean}
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*/
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public exists: bool = true;
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/**
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* Controls whether draw() are automatically called.
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* @type {boolean}
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*/
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public visible: bool = true;
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//public scrollFactor: MicroPoint;
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/**
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* @type {string}
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*/
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public orientation: string;
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/**
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* Properties of this map layer. (normally set by map editors)
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*/
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public properties: {};
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/**
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* Map data in a 2d array, its element is a index number for that tile.
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* @type {number[][]}
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*/
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public mapData;
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/**
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* Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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*/
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public mapFormat: number;
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/**
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* It's width and height are in tiles instead of pixels.
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* @type {Rectangle}
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*/
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public boundsInTiles: Rectangle;
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/**
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* Width of each tile.
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* @type {number}
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*/
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public tileWidth: number;
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/**
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* Height of a single tile.
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* @type {number}
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*/
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public tileHeight: number;
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/**
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* How many tiles in each row.
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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public widthInTiles: number = 0;
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/**
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* How many tiles in each column.
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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public heightInTiles: number = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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public widthInPixels: number = 0;
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/**
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* Read-only variable, do NOT recommend changing after the map is loaded!
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* @type {number}
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*/
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public heightInPixels: number = 0;
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/**
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* Distance between REAL tiles to the tileset texture bound.
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* @type {number}
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*/
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public tileMargin: number = 0;
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/**
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* Distance between every 2 neighbor tile in the tileset texture.
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* @type {number}
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*/
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public tileSpacing: number = 0;
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/**
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* Set a specific tile with its x and y in tiles.
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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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*/
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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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/**
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* Swap tiles with 2 kinds of indexes.
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* @param tileA {number} First tile index.
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* @param tileB {number} Second tile index.
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* @param [x] {number} specify a rectangle of tiles to operate. The x position in tiles of rectangle's left-top corner.
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* @param [y] {number} specify a rectangle of tiles to operate. The y position in tiles of rectangle's left-top corner.
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* @param [width] {number} specify a rectangle of tiles to operate. The width in tiles.
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* @param [height] {number} specify a rectangle of tiles to operate. The height in tiles.
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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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/**
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* Fill a tile block with a specific tile index.
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* @param index {number} Index of tiles you want to fill with.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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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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/**
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* Set random tiles to a specific tile block.
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* @param tiles {number[]} Tiles with indexes in this array will be randomly set to the given block.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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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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/**
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* Replace one kind of tiles to another kind.
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* @param tileA {number} Index of tiles you want to replace.
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* @param tileB {number} Index of tiles you want to set.
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* @param [x] {number} x position (in tiles) of block's left-top corner.
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* @param [y] {number} y position (in tiles) of block's left-top corner.
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* @param [width] {number} width of block.
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* @param [height] {number} height of block.
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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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/**
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* Get a tile block with specific position and size.(both are in tiles)
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* @param x {number} X position of block's left-top corner.
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* @param y {number} Y position of block's left-top corner.
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* @param width {number} Width of block.
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* @param height {number} Height of block.
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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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/**
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* Get a tile with specific position (in world coordinate). (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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*/
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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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/**
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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 informations. (Each contains x, y and the tile.)
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*/
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public getTileOverlaps(object: Sprite) {
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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.body.bounds.x < 0 || object.body.bounds.x > this.widthInPixels || object.body.bounds.y < 0 || object.body.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.body.bounds.x, this.tileWidth) / this.tileWidth;
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this._tempTileY = this._game.math.snapToFloor(object.body.bounds.y, this.tileHeight) / this.tileHeight;
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this._tempTileW = (this._game.math.snapToCeil(object.body.bounds.width, this.tileWidth) + this.tileWidth) / this.tileWidth;
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this._tempTileH = (this._game.math.snapToCeil(object.body.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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Phaser.Physics.PhysicsManager.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 (this._game.world.physics.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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/**
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* Get a tile block with its position and size. (This method does not return, it'll set result to _tempTileBlock)
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* @param x {number} X position of block's left-top corner.
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* @param y {number} Y position of block's left-top corner.
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* @param width {number} Width of block.
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* @param height {number} Height of block.
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* @param collisionOnly {boolean} Whethor or not ONLY return tiles which will collide (its allowCollisions value is not Collision.NONE).
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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 != Types.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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/**
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* Get the tile index of specific position (in tiles).
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* @param x {number} X position of the tile.
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* @param y {number} Y position of the tile.
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* @return {number} Index of the tile at that position. Return null if there isn't a tile there.
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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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/**
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* Add a column of tiles into the layer.
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* @param column {string[]/number[]} An array of tile indexes to be added.
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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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/**
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* Update boundsInTiles with widthInTiles and heightInTiles.
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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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/**
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* Parse tile offsets from map data.
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* @return {number} length of _tileOffsets array.
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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;
|
|
i = 1;
|
|
}
|
|
|
|
for (var ty = this.tileMargin; ty < this._texture.height; ty += (this.tileHeight + this.tileSpacing))
|
|
{
|
|
for (var tx = this.tileMargin; tx < this._texture.width; tx += (this.tileWidth + this.tileSpacing))
|
|
{
|
|
this._tileOffsets[i] = { x: tx, y: ty };
|
|
i++;
|
|
}
|
|
}
|
|
|
|
return this._tileOffsets.length;
|
|
|
|
}
|
|
|
|
public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') {
|
|
|
|
this.context.fillStyle = color;
|
|
this.context.fillText('TilemapLayer: ' + this.name, x, y);
|
|
this.context.fillText('startX: ' + this._startX + ' endX: ' + this._maxX, x, y + 14);
|
|
this.context.fillText('startY: ' + this._startY + ' endY: ' + this._maxY, x, y + 28);
|
|
this.context.fillText('dx: ' + this._dx + ' dy: ' + this._dy, x, y + 42);
|
|
|
|
}
|
|
|
|
/**
|
|
* Render this layer to a specific camera with offset to camera.
|
|
* @param camera {Camera} The camera the layer is going to be rendered.
|
|
* @param dx {number} X offset to the camera.
|
|
* @param dy {number} Y offset to the camera.
|
|
* @return {boolean} Return false if layer is invisible or has a too low opacity(will stop rendering), return true if succeed.
|
|
*/
|
|
public render(camera: Camera, dx, dy): bool {
|
|
|
|
if (this.visible === false || this.alpha < 0.1)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// 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 / this.tileWidth) + 1;
|
|
this._maxY = this._game.math.ceil(camera.height / this.tileHeight) + 1;
|
|
|
|
// And now work out where in the tilemap the camera actually is
|
|
this._startX = this._game.math.floor(camera.worldView.x / this.tileWidth);
|
|
this._startY = this._game.math.floor(camera.worldView.y / this.tileHeight);
|
|
|
|
// Tilemap bounds check
|
|
if (this._startX < 0)
|
|
{
|
|
this._startX = 0;
|
|
}
|
|
|
|
if (this._startY < 0)
|
|
{
|
|
this._startY = 0;
|
|
}
|
|
|
|
if (this._maxX > this.widthInTiles)
|
|
{
|
|
this._maxX = this.widthInTiles;
|
|
}
|
|
|
|
if (this._maxY > this.heightInTiles)
|
|
{
|
|
this._maxY = this.heightInTiles;
|
|
}
|
|
|
|
if (this._startX + this._maxX > this.widthInTiles)
|
|
{
|
|
this._startX = this.widthInTiles - this._maxX;
|
|
}
|
|
|
|
if (this._startY + this._maxY > this.heightInTiles)
|
|
{
|
|
this._startY = this.heightInTiles - this._maxY;
|
|
}
|
|
|
|
// Finally get the offset to avoid the blocky movement
|
|
this._dx = dx;
|
|
this._dy = dy;
|
|
|
|
this._dx += -(camera.worldView.x - (this._startX * this.tileWidth));
|
|
this._dy += -(camera.worldView.y - (this._startY * this.tileHeight));
|
|
|
|
this._tx = this._dx;
|
|
this._ty = this._dy;
|
|
|
|
// Apply camera difference
|
|
/*
|
|
if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0)
|
|
{
|
|
this._dx -= (camera.worldView.x * this.scrollFactor.x);
|
|
this._dy -= (camera.worldView.y * this.scrollFactor.y);
|
|
}
|
|
*/
|
|
|
|
// Alpha
|
|
if (this.alpha !== 1)
|
|
{
|
|
var globalAlpha = this.context.globalAlpha;
|
|
this.context.globalAlpha = this.alpha;
|
|
}
|
|
|
|
for (var row = this._startY; row < this._startY + this._maxY; row++)
|
|
{
|
|
this._columnData = this.mapData[row];
|
|
|
|
for (var tile = this._startX; tile < this._startX + this._maxX; tile++)
|
|
{
|
|
if (this._tileOffsets[this._columnData[tile]])
|
|
{
|
|
this.context.drawImage(
|
|
this._texture, // Source Image
|
|
this._tileOffsets[this._columnData[tile]].x, // Source X (location within the source image)
|
|
this._tileOffsets[this._columnData[tile]].y, // Source Y
|
|
this.tileWidth, // Source Width
|
|
this.tileHeight, // Source Height
|
|
this._tx, // Destination X (where on the canvas it'll be drawn)
|
|
this._ty, // Destination Y
|
|
this.tileWidth, // Destination Width (always same as Source Width unless scaled)
|
|
this.tileHeight // Destination Height (always same as Source Height unless scaled)
|
|
);
|
|
|
|
}
|
|
|
|
this._tx += this.tileWidth;
|
|
|
|
}
|
|
|
|
this._tx = this._dx;
|
|
this._ty += this.tileHeight;
|
|
|
|
}
|
|
|
|
if (globalAlpha > -1)
|
|
{
|
|
this.context.globalAlpha = globalAlpha;
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
} |