phaser/docs/Tilemap.js.html
2013-11-28 15:57:09 +00:00

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<h1 class="page-title">Source: tilemap/Tilemap.js</h1>
<section>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Tile Map object. A Tile map consists of a set of tile data and tile sets. It is rendered to the display using a TilemapLayer.
* A map may have multiple layers. You can perform operations on the map data such as copying, pasting, filling and shuffling the tiles around.
*
* @class Phaser.Tilemap
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {string} [key] - The key of the tilemap data as stored in the Cache.
*/
Phaser.Tilemap = function (game, key) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {array} layers - An array of Tilemap layers.
*/
this.layers = null;
if (typeof key === 'string')
{
this.key = key;
this.layers = game.cache.getTilemapData(key).layers;
this.calculateIndexes();
}
else
{
this.layers = [];
}
/**
* @property {number} currentLayer - The current layer.
*/
this.currentLayer = 0;
/**
* @property {array} debugMap - Map data used for debug values only.
*/
this.debugMap = [];
/**
* @property {boolean} dirty - Internal rendering related flag.
*/
this.dirty = false;
/**
* @property {array} _results - Internal var.
* @private
*/
this._results = [];
/**
* @property {number} _tempA - Internal var.
* @private
*/
this._tempA = 0;
/**
* @property {number} _tempB - Internal var.
* @private
*/
this._tempB = 0;
};
/**
* @constant
* @type {number}
*/
Phaser.Tilemap.CSV = 0;
/**
* @constant
* @type {number}
*/
Phaser.Tilemap.TILED_JSON = 1;
Phaser.Tilemap.prototype = {
/**
* Creates an empty map of the given dimensions.
*
* @method Phaser.Tilemap#create
* @param {string} name - The name of the map (mostly used for debugging)
* @param {number} width - The width of the map in tiles.
* @param {number} height - The height of the map in tiles.
*/
create: function (name, width, height) {
var data = [];
for (var y = 0; y &lt; height; y++)
{
data[y] = [];
for (var x = 0; x &lt; width; x++)
{
data[y][x] = 0;
}
}
this.layers.push({
name: name,
width: width,
height: height,
alpha: 1,
visible: true,
tileMargin: 0,
tileSpacing: 0,
format: Phaser.Tilemap.CSV,
data: data,
indexes: []
});
this.currentLayer = this.layers.length - 1;
this.dirty = true;
},
/**
* Internal function that calculates the tile indexes for the map data.
*
* @method Phaser.Tilemap#calculateIndexes
*/
calculateIndexes: function () {
for (var layer = 0; layer &lt; this.layers.length; layer++)
{
this.layers[layer].indexes = [];
for (var y = 0; y &lt; this.layers[layer].height ; y++)
{
for (var x = 0; x &lt; this.layers[layer].width; x++)
{
var idx = this.layers[layer].data[y][x];
if (this.layers[layer].indexes.indexOf(idx) === -1)
{
this.layers[layer].indexes.push(idx);
}
}
}
}
},
/**
* Sets the current layer to the given index.
*
* @method Phaser.Tilemap#setLayer
* @param {number} layer - Sets the current layer to the given index.
*/
setLayer: function (layer) {
if (this.layers[layer])
{
this.currentLayer = layer;
}
},
/**
* Puts a tile of the given index value at the coordinate specified.
* @method Phaser.Tilemap#putTile
* @param {number} index - The index of this tile to set.
* @param {number} x - X position to place the tile (given in tile units, not pixels)
* @param {number} y - Y position to place the tile (given in tile units, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
putTile: function (index, x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x &lt; this.layers[layer].width && y >= 0 && y &lt; this.layers[layer].height)
{
this.layers[layer].data[y][x] = index;
}
this.dirty = true;
},
/**
* Gets a tile from the Tilemap Layer. The coordinates are given in tile values.
* @method Phaser.Tilemap#getTile
* @param {number} x - X position to get the tile from (given in tile units, not pixels)
* @param {number} y - Y position to get the tile from (given in tile units, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {number} The index of the tile at the given coordinates.
*/
getTile: function (x, y, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (x >= 0 && x &lt; this.layers[layer].width && y >= 0 && y &lt; this.layers[layer].height)
{
return this.layers[layer].data[y][x];
}
},
/**
* Gets a tile from the Tilemap layer. The coordinates are given in pixel values.
* @method Phaser.Tilemap#getTileWorldXY
* @param {number} x - X position to get the tile from (given in pixels)
* @param {number} y - Y position to get the tile from (given in pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {number} The index of the tile at the given coordinates.
*/
getTileWorldXY: function (x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x &lt; this.layers[layer].width && y >= 0 && y &lt; this.layers[layer].height)
{
return this.layers[layer].data[y][x];
}
},
/**
* Puts a tile into the Tilemap layer. The coordinates are given in pixel values.
* @method Phaser.Tilemap#putTileWorldXY
* @param {number} index - The index of the tile to put into the layer.
* @param {number} x - X position to insert the tile (given in pixels)
* @param {number} y - Y position to insert the tile (given in pixels)
* @param {number} tileWidth - The width of the tile in pixels.
* @param {number} tileHeight - The height of the tile in pixels.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
putTileWorldXY: function (index, x, y, tileWidth, tileHeight, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
x = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
y = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
if (x >= 0 && x &lt; this.layers[layer].width && y >= 0 && y &lt; this.layers[layer].height)
{
this.layers[layer].data[y][x] = index;
}
this.dirty = true;
},
/**
* Copies all of the tiles in the given rectangular block into the tilemap data buffer.
* @method Phaser.Tilemap#copy
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
* @param {number} width - The width of the area to copy (given in tiles, not pixels)
* @param {number} height - The height of the area to copy (given in tiles, not pixels)
* @param {number} [layer] - The Tilemap Layer to operate on.
* @return {array} An array of the tiles that were copied.
*/
copy: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (!this.layers[layer])
{
this._results.length = 0;
return;
}
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof width === "undefined") { width = this.layers[layer].width; }
if (typeof height === "undefined") { height = this.layers[layer].height; }
if (x &lt; 0)
{
x = 0;
}
if (y &lt; 0)
{
y = 0;
}
if (width > this.layers[layer].width)
{
width = this.layers[layer].width;
}
if (height > this.layers[layer].height)
{
height = this.layers[layer].height;
}
this._results.length = 0;
this._results.push( { x: x, y: y, width: width, height: height, layer: layer });
for (var ty = y; ty &lt; y + height; ty++)
{
for (var tx = x; tx &lt; x + width; tx++)
{
this._results.push({ x: tx, y: ty, index: this.layers[layer].data[ty][tx] });
}
}
return this._results;
},
/**
* Pastes a previously copied block of tile data into the given x/y coordinates. Data should have been prepared with Tilemap.copy.
* @method Phaser.Tilemap#paste
* @param {number} x - X position of the top left of the area to paste to (given in tiles, not pixels)
* @param {number} y - Y position of the top left of the area to paste to (given in tiles, not pixels)
* @param {array} tileblock - The block of tiles to paste.
* @param {number} layer - The Tilemap Layer to operate on.
*/
paste: function (x, y, tileblock, layer) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof layer === "undefined") { layer = this.currentLayer; }
if (!tileblock || tileblock.length &lt; 2)
{
return;
}
// Find out the difference between tileblock[1].x/y and x/y and use it as an offset, as it's the top left of the block to paste
var diffX = tileblock[1].x - x;
var diffY = tileblock[1].y - y;
for (var i = 1; i &lt; tileblock.length; i++)
{
this.layers[layer].data[ diffY + tileblock[i].y ][ diffX + tileblock[i].x ] = tileblock[i].index;
}
this.dirty = true;
},
/**
* Swap tiles with 2 kinds of indexes.
* @method Phaser.Tilemap#swapTile
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
*/
swap: function (tileA, tileB, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length &lt; 2)
{
return;
}
this._tempA = tileA;
this._tempB = tileB;
this._results.forEach(this.swapHandler, this);
this.paste(x, y, this._results);
},
/**
* Internal function that handles the swapping of tiles.
* @method Phaser.Tilemap#swapHandler
* @param {number} value
* @param {number} index
*/
swapHandler: function (value, index) {
if (value.index === this._tempA)
{
this._results[index].index = this._tempB;
}
else if (value.index === this._tempB)
{
this._results[index].index = this._tempA;
}
},
/**
* For each tile in the given area (defined by x/y and width/height) run the given callback.
* @method Phaser.Tilemap#forEach
* @param {number} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
* @param {number} context - The context under which the callback should be run.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
forEach: function (callback, context, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length &lt; 2)
{
return;
}
this._results.forEach(callback, context);
this.paste(x, y, this._results);
},
/**
* Replaces one type of tile with another in the given area (defined by x/y and width/height).
* @method Phaser.Tilemap#replace
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
replace: function (tileA, tileB, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length &lt; 2)
{
return;
}
for (var i = 1; i &lt; this._results.length; i++)
{
if (this._results[i].index === tileA)
{
this._results[i].index = tileB;
}
}
this.paste(x, y, this._results);
},
/**
* Randomises a set of tiles in a given area.
* @method Phaser.Tilemap#random
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
random: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
this.copy(x, y, width, height, layer);
if (this._results.length &lt; 2)
{
return;
}
var indexes = [];
for (var t = 1; t &lt; this._results.length; t++)
{
var idx = this._results[t].index;
if (indexes.indexOf(idx) === -1)
{
indexes.push(idx);
}
}
for (var i = 1; i &lt; this._results.length; i++)
{
this._results[i].index = this.game.rnd.pick(indexes);
}
this.paste(x, y, this._results);
},
/**
* Shuffles a set of tiles in a given area. It will only randomise the tiles in that area, so if they're all the same nothing will appear to have changed!
* @method Phaser.Tilemap#shuffle
* @param {number} tileA - First tile index.
* @param {number} tileB - Second tile index.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
shuffle: function (x, y, width, height, layer) {
if (typeof layer === "undefined") { layer = this.currentLayer; }
this.copy(x, y, width, height, layer);
if (this._results.length &lt; 2)
{
return;
}
var header = this._results.shift();
Phaser.Utils.shuffle(this._results);
this._results.unshift(header);
this.paste(x, y, this._results);
},
/**
* Fill a block with a specific tile index.
* @method Phaser.Tilemap#fill
* @param {number} index - Index of tiles you want to fill with.
* @param {number} x - X position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} y - Y position of the top left of the area to operate one, given in tiles, not pixels.
* @param {number} width - The width in tiles of the area to operate on.
* @param {number} height - The height in tiles of the area to operate on.
* @param {number} [layer] - The Tilemap Layer to operate on.
*/
fill: function (index, x, y, width, height, layer) {
this.copy(x, y, width, height, layer);
if (this._results.length &lt; 2)
{
return;
}
for (var i = 1; i &lt; this._results.length; i++)
{
this._results[i].index = index;
}
this.paste(x, y, this._results);
},
/**
* Removes all layers from this tile map.
* @method Phaser.Tilemap#removeAllLayers
*/
removeAllLayers: function () {
this.layers.length = 0;
this.currentLayer = 0;
},
/**
* Dumps the tilemap data out to the console.
* @method Phaser.Tilemap#dump
*/
dump: function () {
var txt = '';
var args = [''];
for (var y = 0; y &lt; this.layers[this.currentLayer].height; y++)
{
for (var x = 0; x &lt; this.layers[this.currentLayer].width; x++)
{
txt += "%c ";
if (this.layers[this.currentLayer].data[y][x] > 1)
{
if (this.debugMap[this.layers[this.currentLayer].data[y][x]])
{
args.push("background: " + this.debugMap[this.layers[this.currentLayer].data[y][x]]);
}
else
{
args.push("background: #ffffff");
}
}
else
{
args.push("background: rgb(0, 0, 0)");
}
}
txt += "\n";
}
args[0] = txt;
console.log.apply(console, args);
},
/**
* Removes all layers from this tile map and nulls the game reference.
* @method Phaser.Tilemap#destroy
*/
destroy: function () {
this.removeAllLayers();
this.game = null;
}
};
</pre>
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