mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
1074 lines
30 KiB
JavaScript
1074 lines
30 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game.
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*
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* @class Phaser.TilemapLayer
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
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* @param {number} index - The layer index within the map that this TilemapLayer represents.
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* @param {number} width - Width of the renderable area of the layer.
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* @param {number} height - Height of the renderable area of the layer.
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*/
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Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Tilemap} map - The Tilemap to which this layer is bound.
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*/
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this.map = tilemap;
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/**
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* @property {number} index - The index of this layer within the Tilemap.
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*/
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this.index = index;
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/**
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* @property {object} layer - The layer object within the Tilemap that this layer represents.
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*/
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this.layer = tilemap.layers[index];
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/**
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* @property {HTMLCanvasElement} canvas - The canvas to which this TilemapLayer draws.
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*/
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this.canvas = Phaser.Canvas.create(width, height, '', true);
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/**
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* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* @property {PIXI.BaseTexture} baseTexture - Required Pixi var.
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*/
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
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* @property {PIXI.Texture} texture - Required Pixi var.
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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/**
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* @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
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*/
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this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid());
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// Phaser.Sprite.call(this, this.game, 0, 0, this.texture, this.textureFrame);
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Phaser.Image.call(this, this.game, 0, 0, this.texture, this.textureFrame);
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/**
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* @property {string} name - The name of the layer.
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.TILEMAPLAYER;
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/**
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* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
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* @property {boolean} fixedToCamera - Fixes this object to the Camera.
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* @default
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*/
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this.fixedToCamera = true;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
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*/
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this.cameraOffset = new Phaser.Point(0, 0);
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/**
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* @property {string} tileColor - If no tileset is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format.
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* @default
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*/
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this.tileColor = 'rgb(255, 255, 255)';
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/**
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* @property {boolean} debug - If set to true the collideable tile edges path will be rendered. Only works when game is running in Phaser.CANVAS mode.
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* @default
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*/
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this.debug = false;
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/**
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* @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
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* @default
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*/
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this.debugAlpha = 0.5;
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/**
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* @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format.
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* @default
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*/
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this.debugColor = 'rgba(0, 255, 0, 1)';
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/**
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* @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around.
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* @default
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*/
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this.debugFill = false;
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/**
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* @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format.
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* @default
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*/
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this.debugFillColor = 'rgba(0, 255, 0, 0.2)';
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/**
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* @property {string} debugCallbackColor - If debug is true this is the color used to outline the edges of tiles that have collision callbacks. Provide in hex or rgb/rgba string format.
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* @default
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*/
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this.debugCallbackColor = 'rgba(255, 0, 0, 1)';
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/**
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* @property {number} scrollFactorX - speed at which this layer scrolls
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* horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
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* half as quickly as the 'normal' camera-locked layers do)
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* @default 1
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*/
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this.scrollFactorX = 1;
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/**
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* @property {number} scrollFactorY - speed at which this layer scrolls
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* vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
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* half as quickly as the 'normal' camera-locked layers do)
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* @default 1
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*/
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this.scrollFactorY = 1;
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/**
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* @property {boolean} dirty - Flag controlling when to re-render the layer.
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*/
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this.dirty = true;
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/**
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* @property {number} _cw - Local collision var.
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* @private
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*/
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this._cw = tilemap.tileWidth;
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/**
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* @property {number} _ch - Local collision var.
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* @private
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*/
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this._ch = tilemap.tileHeight;
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/**
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* @property {number} _ga - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ga = 1;
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/**
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* @property {number} _dx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dx = 0;
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/**
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* @property {number} _dy - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dy = 0;
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/**
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* @property {number} _dw - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dw = 0;
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/**
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* @property {number} _dh - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dh = 0;
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/**
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* @property {number} _tx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tx = 0;
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/**
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* @property {number} _ty - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ty = 0;
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/**
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* @property {number} _tw - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tw = 0;
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/**
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* @property {number} _th - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._th = 0;
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/**
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* @property {number} _tl - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tl = 0;
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/**
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* @property {number} _maxX - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._maxX = 0;
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/**
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* @property {number} _maxY - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._maxY = 0;
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/**
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* @property {number} _startX - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._startX = 0;
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/**
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* @property {number} _startY - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._startY = 0;
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/**
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* @property {array} _results - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._results = [];
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/**
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* @property {number} _x - Private var.
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* @private
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*/
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this._x = 0;
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/**
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* @property {number} _y - Private var.
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* @private
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*/
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this._y = 0;
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/**
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* @property {number} _prevX - Private var.
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* @private
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*/
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this._prevX = 0;
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/**
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* @property {number} _prevY - Private var.
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* @private
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*/
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this._prevY = 0;
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this.updateMax();
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};
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Phaser.TilemapLayer.prototype = Object.create(Phaser.Image.prototype);
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// Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
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Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
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/**
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* Automatically called by World.postUpdate. Handles cache updates.
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*
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* @method Phaser.TilemapLayer#postUpdate
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* @memberof Phaser.TilemapLayer
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*/
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Phaser.TilemapLayer.prototype.postUpdate = function () {
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// Phaser.Sprite.prototype.postUpdate.call(this);
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Phaser.Image.prototype.postUpdate.call(this);
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// Stops you being able to auto-scroll the camera if it's not following a sprite
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this.scrollX = this.game.camera.x * this.scrollFactorX;
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this.scrollY = this.game.camera.y * this.scrollFactorY;
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this.render();
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}
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/**
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* Sets the world size to match the size of this layer.
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*
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* @method Phaser.TilemapLayer#resizeWorld
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* @memberof Phaser.TilemapLayer
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*/
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Phaser.TilemapLayer.prototype.resizeWorld = function () {
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this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels);
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}
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/**
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* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it
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* into a scrolled local space. Used primarily internally
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* @method Phaser.TilemapLayer#_fixX
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* @memberof Phaser.TilemapLayer
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* @private
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* @param {number} x - x coordinate in camera space
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* @return {number} x coordinate in scrollFactor-adjusted dimensions
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*/
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Phaser.TilemapLayer.prototype._fixX = function(x) {
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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 (this.scrollFactorX === 1)
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{
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return x;
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}
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return this._x + (x - (this._x / this.scrollFactorX));
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}
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/**
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* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it
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* back to camera space. Used primarily internally
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* @method Phaser.TilemapLayer#_unfixX
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* @memberof Phaser.TilemapLayer
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* @private
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* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
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* @return {number} x coordinate in camera space
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*/
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Phaser.TilemapLayer.prototype._unfixX = function(x) {
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if (this.scrollFactorX === 1)
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{
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return x;
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}
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return (this._x / this.scrollFactorX) + (x - this._x);
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}
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/**
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* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
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* into a scrolled local space. Used primarily internally
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* @method Phaser.TilemapLayer#_fixY
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* @memberof Phaser.TilemapLayer
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* @private
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* @param {number} y - y coordinate in camera space
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* @return {number} y coordinate in scrollFactor-adjusted dimensions
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*/
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Phaser.TilemapLayer.prototype._fixY = function(y) {
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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 (this.scrollFactorY === 1)
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{
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return y;
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}
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return this._y + (y - (this._y / this.scrollFactorY));
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}
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/**
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* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
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* back to camera space. Used primarily internally
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* @method Phaser.TilemapLayer#_unfixY
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* @memberof Phaser.TilemapLayer
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* @private
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* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
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* @return {number} y coordinate in camera space
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*/
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Phaser.TilemapLayer.prototype._unfixY = function(y) {
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if (this.scrollFactorY === 1)
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{
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return y;
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}
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return (this._y / this.scrollFactorY) + (y - this._y);
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}
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/**
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* Convert a pixel value to a tile coordinate.
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* @method Phaser.TilemapLayer#getTileX
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* @memberof Phaser.TilemapLayer
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* @param {number} x - X position of the point in target tile.
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* @return {Phaser.Tile} The tile with specific properties.
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*/
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Phaser.TilemapLayer.prototype.getTileX = function (x) {
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// var tileWidth = this.tileWidth * this.scale.x;
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return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth;
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}
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/**
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* Convert a pixel value to a tile coordinate.
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* @method Phaser.TilemapLayer#getTileY
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* @memberof Phaser.TilemapLayer
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* @param {number} y - Y position of the point in target tile.
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* @return {Phaser.Tile} The tile with specific properties.
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*/
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Phaser.TilemapLayer.prototype.getTileY = function (y) {
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// var tileHeight = this.tileHeight * this.scale.y;
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return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight;
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}
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/**
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* Convert a pixel value to a tile coordinate.
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* @method Phaser.TilemapLayer#getTileXY
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* @memberof Phaser.TilemapLayer
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* @param {number} x - X position of the point in target tile.
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* @param {number} y - Y position of the point in target tile.
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* @param {Phaser.Point|object} point - The Point object to set the x and y values on.
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* @return {Phaser.Point|object} A Point object with its x and y properties set.
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*/
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Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
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point.x = this.getTileX(x);
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point.y = this.getTileY(y);
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return point;
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}
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Phaser.TilemapLayer.prototype.getIntersectingTiles = function (x, y, width, height) {
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// var tiles = this.getTiles(x, y, width,height, true);
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var tiles = this.getTiles(x, y, width,height, false);
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var right = x + width;
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var bottom = y + height;
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// We only want the ones that we actually intersect with
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var i = tiles.length;
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while (i--)
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{
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if (tiles[i].intersects(x, y, right, bottom))
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{
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// tiles[i].debug = true;
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}
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else
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{
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// console.log('sliced off tile', i);
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// tiles.pop();
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}
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}
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return tiles;
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}
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/*
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Phaser.TilemapLayer.prototype.getTilesX = function (x, y, width, height, collides) {
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// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
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if (typeof collides === 'undefined') { collides = false; }
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// adjust the x,y coordinates for scrollFactor
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x = this._fixX(x);
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y = this._fixY(y);
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if (width > this.layer.widthInPixels)
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{
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width = this.layer.widthInPixels;
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}
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if (height > this.layer.heightInPixels)
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{
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height = this.layer.heightInPixels;
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}
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// Convert the pixel values into tile coordinates
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// this._tx = this.game.math.snapToFloor(x, this._cw) / this._cw;
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// this._ty = this.game.math.snapToFloor(y, this._ch) / this._ch;
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// this._tw = (this.game.math.snapToCeil(width, this._cw) + this._cw) / this._cw;
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// this._th = (this.game.math.snapToCeil(height, this._ch) + this._ch) / this._ch;
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// var firstTileX = Math.max( Math.floor(res.pos.x / this.tilesize), 0 );
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// var lastTileX = Math.min( Math.ceil((res.pos.x + width) / this.tilesize), this.width );
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// var tileY = Math.floor( (res.pos.y + pxOffsetY) / this.tilesize );
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this._tx = Math.max(Math.floor(x / this.tileWidth), 0);
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this._tw = Math.min(Math.ceil((x + width) / this.tileWidth), this.width);
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this._ty = Math.floor((y + px) / this.tileHeight);
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this._results.length = 0;
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for (var wy = this._ty; wy < this._ty + this._th; wy++)
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{
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for (var wx = this._tx; wx < this._tx + this._tw; wx++)
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{
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if (this.layer.data[wy] && this.layer.data[wy][wx])
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{
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if (collides === false || (collides && this.layer.data[wy][wx].canCollide))
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{
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this._results.push(this.layer.data[wy][wx]);
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}
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}
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}
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}
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// DEBUG ONLY - REMOVE
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this.layer.dirty = true;
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return this._results;
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}
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*/
|
|
|
|
|
|
/**
|
|
* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.
|
|
* @method Phaser.TilemapLayer#getTiles
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} x - X position of the top left corner.
|
|
* @param {number} y - Y position of the top left corner.
|
|
* @param {number} width - Width of the area to get.
|
|
* @param {number} height - Height of the area to get.
|
|
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
|
|
* @return {array} Array with tiles informations (each contains x, y, and the tile).
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
|
|
|
|
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
|
if (typeof collides === 'undefined') { collides = false; }
|
|
|
|
// adjust the x,y coordinates for scrollFactor
|
|
x = this._fixX(x);
|
|
y = this._fixY(y);
|
|
|
|
if (width > this.layer.widthInPixels)
|
|
{
|
|
width = this.layer.widthInPixels;
|
|
}
|
|
|
|
if (height > this.layer.heightInPixels)
|
|
{
|
|
height = this.layer.heightInPixels;
|
|
}
|
|
|
|
// Convert the pixel values into tile coordinates
|
|
this._tx = this.game.math.snapToFloor(x, this._cw) / this._cw;
|
|
this._ty = this.game.math.snapToFloor(y, this._ch) / this._ch;
|
|
this._tw = (this.game.math.snapToCeil(width, this._cw) + this._cw) / this._cw;
|
|
this._th = (this.game.math.snapToCeil(height, this._ch) + this._ch) / this._ch;
|
|
|
|
// This should apply the layer x/y here
|
|
// this._results.length = 0;
|
|
this._results = [];
|
|
|
|
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
|
{
|
|
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
|
|
{
|
|
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
|
{
|
|
if (collides === false || (collides && this.layer.data[wy][wx].canCollide))
|
|
{
|
|
/*
|
|
// Convert tile coordinates back to camera space for return
|
|
var _wx = this._unfixX(wx * this._cw) / this._cw;
|
|
var _wy = this._unfixY(wy * this._ch) / this._ch;
|
|
|
|
this._results.push({
|
|
x: _wx * this._cw,
|
|
y: _wy * this._ch,
|
|
right: (_wx * this._cw) + this._cw,
|
|
bottom: (_wy * this._ch) + this._ch,
|
|
tile: this.layer.data[wy][wx],
|
|
layer: this.layer.data[wy][wx].layer
|
|
});
|
|
*/
|
|
|
|
this._results.push(this.layer.data[wy][wx]);
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// DEBUG ONLY - REMOVE
|
|
this.layer.dirty = true;
|
|
|
|
return this._results;
|
|
|
|
}
|
|
|
|
/**
|
|
* Internal function to update maximum values.
|
|
* @method Phaser.TilemapLayer#updateMax
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.updateMax = function () {
|
|
|
|
this._maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1;
|
|
this._maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1;
|
|
|
|
if (this.layer)
|
|
{
|
|
if (this._maxX > this.layer.width)
|
|
{
|
|
this._maxX = this.layer.width;
|
|
}
|
|
|
|
if (this._maxY > this.layer.height)
|
|
{
|
|
this._maxY = this.layer.height;
|
|
}
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders the tiles to the layer canvas and pushes to the display.
|
|
* @method Phaser.TilemapLayer#render
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.render = function () {
|
|
|
|
if (this.layer.dirty)
|
|
{
|
|
this.dirty = true;
|
|
}
|
|
|
|
if (!this.dirty || !this.visible)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._prevX = this._dx;
|
|
this._prevY = this._dy;
|
|
|
|
this._dx = -(this._x - (this._startX * this.map.tileWidth));
|
|
this._dy = -(this._y - (this._startY * this.map.tileHeight));
|
|
|
|
this._tx = this._dx;
|
|
this._ty = this._dy;
|
|
|
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
|
|
this.context.fillStyle = this.tileColor;
|
|
|
|
var tile;
|
|
var set;
|
|
var ox = 0;
|
|
var oy = 0;
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = this.debugAlpha;
|
|
}
|
|
|
|
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
|
|
{
|
|
this._column = this.layer.data[y];
|
|
|
|
for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
|
|
{
|
|
if (this._column[x])
|
|
{
|
|
tile = this._column[x];
|
|
|
|
// this needs to know which set the index is from
|
|
// set = this.map.tilesets[this.map.tiles[tile.index][2]]
|
|
set = this.map.tilesets[0];
|
|
|
|
if (this.debug === false && tile.alpha !== this.context.globalAlpha)
|
|
{
|
|
this.context.globalAlpha = tile.alpha;
|
|
}
|
|
|
|
set.draw(this.context, Math.floor(this._tx), Math.floor(this._ty), tile.index);
|
|
|
|
if (tile.debug)
|
|
{
|
|
this.context.fillStyle = 'rgba(0, 255, 0, 0.4)';
|
|
this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight);
|
|
}
|
|
}
|
|
|
|
this._tx += this.map.tileWidth;
|
|
|
|
}
|
|
|
|
this._tx = this._dx;
|
|
this._ty += this.map.tileHeight;
|
|
|
|
}
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = 1;
|
|
this.renderDebug();
|
|
}
|
|
|
|
if (this.game.renderType === Phaser.WEBGL)
|
|
{
|
|
// PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl);
|
|
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
|
|
}
|
|
|
|
this.dirty = false;
|
|
this.layer.dirty = false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders the tiles to the layer canvas and pushes to the display.
|
|
* @method Phaser.TilemapLayer#render
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.OLDrender = function () {
|
|
|
|
if (this.layer.dirty)
|
|
{
|
|
this.dirty = true;
|
|
}
|
|
|
|
if (!this.dirty || !this.visible)
|
|
{
|
|
// return;
|
|
}
|
|
|
|
this._prevX = this._dx;
|
|
this._prevY = this._dy;
|
|
|
|
this._dx = -(this._x - (this._startX * this.map.tileWidth));
|
|
this._dy = -(this._y - (this._startY * this.map.tileHeight));
|
|
|
|
this._tx = this._dx;
|
|
this._ty = this._dy;
|
|
|
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
|
|
this.context.fillStyle = this.tileColor;
|
|
|
|
var tile;
|
|
var set;
|
|
var ox = 0;
|
|
var oy = 0;
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = this.debugAlpha;
|
|
}
|
|
|
|
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
|
|
{
|
|
this._column = this.layer.data[y];
|
|
|
|
for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
|
|
{
|
|
if (this._column[x])
|
|
{
|
|
tile = this._column[x];
|
|
|
|
if (this.map.tiles[tile.index])
|
|
{
|
|
set = this.map.tilesets[this.map.tiles[tile.index][2]]
|
|
|
|
if (set.image)
|
|
{
|
|
if (this.debug === false && tile.alpha !== this.context.globalAlpha)
|
|
{
|
|
this.context.globalAlpha = tile.alpha;
|
|
}
|
|
|
|
if (set.tileWidth !== this.map.tileWidth || set.tileHeight !== this.map.tileHeight)
|
|
{
|
|
// TODO: Smaller sized tile check
|
|
this.context.drawImage(
|
|
this.map.tilesets[this.map.tiles[tile.index][2]].image,
|
|
this.map.tiles[tile.index][0],
|
|
this.map.tiles[tile.index][1],
|
|
set.tileWidth,
|
|
set.tileHeight,
|
|
Math.floor(this._tx),
|
|
Math.floor(this._ty) - (set.tileHeight - this.map.tileHeight),
|
|
set.tileWidth,
|
|
set.tileHeight
|
|
);
|
|
}
|
|
else
|
|
{
|
|
this.context.drawImage(
|
|
this.map.tilesets[this.map.tiles[tile.index][2]].image,
|
|
this.map.tiles[tile.index][0],
|
|
this.map.tiles[tile.index][1],
|
|
this.map.tileWidth,
|
|
this.map.tileHeight,
|
|
Math.floor(this._tx),
|
|
Math.floor(this._ty),
|
|
this.map.tileWidth,
|
|
this.map.tileHeight
|
|
);
|
|
}
|
|
|
|
// if (tile.debug)
|
|
// {
|
|
this.context.fillStyle = 'rgba(0, 255, 0, 0.4)';
|
|
this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight);
|
|
// }
|
|
}
|
|
else
|
|
{
|
|
this.context.fillRect(Math.floor(this._tx), Math.floor(this._ty), this.map.tileWidth, this.map.tileHeight);
|
|
}
|
|
}
|
|
}
|
|
|
|
this._tx += this.map.tileWidth;
|
|
|
|
}
|
|
|
|
this._tx = this._dx;
|
|
this._ty += this.map.tileHeight;
|
|
|
|
}
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = 1;
|
|
this.renderDebug();
|
|
}
|
|
|
|
if (this.game.renderType === Phaser.WEBGL)
|
|
{
|
|
// PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl);
|
|
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
|
|
}
|
|
|
|
this.dirty = false;
|
|
this.layer.dirty = false;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true.
|
|
* @method Phaser.TilemapLayer#renderDebug
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.renderDebug = function () {
|
|
|
|
this._tx = this._dx;
|
|
this._ty = this._dy;
|
|
|
|
this.context.strokeStyle = this.debugColor;
|
|
this.context.fillStyle = this.debugFillColor;
|
|
|
|
for (var y = this._startY, lenY = this._startY + this._maxY; y < lenY; y++)
|
|
{
|
|
this._column = this.layer.data[y];
|
|
|
|
for (var x = this._startX, lenX = this._startX + this._maxX; x < lenX; x++)
|
|
{
|
|
var tile = this._column[x];
|
|
|
|
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
|
|
{
|
|
this._tx = Math.floor(this._tx);
|
|
|
|
if (this.debugFill)
|
|
{
|
|
this.context.fillRect(this._tx, this._ty, this._cw, this._ch);
|
|
}
|
|
|
|
this.context.beginPath();
|
|
|
|
if (tile.faceTop)
|
|
{
|
|
this.context.moveTo(this._tx, this._ty);
|
|
this.context.lineTo(this._tx + this._cw, this._ty);
|
|
}
|
|
|
|
if (tile.faceBottom)
|
|
{
|
|
this.context.moveTo(this._tx, this._ty + this._ch);
|
|
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
|
|
}
|
|
|
|
if (tile.faceLeft)
|
|
{
|
|
this.context.moveTo(this._tx, this._ty);
|
|
this.context.lineTo(this._tx, this._ty + this._ch);
|
|
}
|
|
|
|
if (tile.faceRight)
|
|
{
|
|
this.context.moveTo(this._tx + this._cw, this._ty);
|
|
this.context.lineTo(this._tx + this._cw, this._ty + this._ch);
|
|
}
|
|
|
|
this.context.stroke();
|
|
}
|
|
|
|
// Collision callback
|
|
// if (tile && (tile.collisionCallback || tile.layer.callbacks[tile.index]))
|
|
// {
|
|
// this.context.fillStyle = this.debugCallbackColor;
|
|
// this.context.fillRect(this._tx, this._ty, this._cw, this._ch);
|
|
// this.context.fillStyle = this.debugFillColor;
|
|
// }
|
|
|
|
this._tx += this.map.tileWidth;
|
|
|
|
}
|
|
|
|
this._tx = this._dx;
|
|
this._ty += this.map.tileHeight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.TilemapLayer#scrollX
|
|
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
|
|
|
|
get: function () {
|
|
return this._x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
// if (value !== this._x && value >= 0 && this.layer && this.layer.widthInPixels > this.width)
|
|
if (value !== this._x && value >= 0 && this.layer.widthInPixels > this.width)
|
|
{
|
|
this._x = value;
|
|
|
|
if (this._x > (this.layer.widthInPixels - this.width))
|
|
{
|
|
this._x = this.layer.widthInPixels - this.width;
|
|
}
|
|
|
|
this._startX = this.game.math.floor(this._x / this.map.tileWidth);
|
|
|
|
if (this._startX < 0)
|
|
{
|
|
this._startX = 0;
|
|
}
|
|
|
|
if (this._startX + this._maxX > this.layer.width)
|
|
{
|
|
this._startX = this.layer.width - this._maxX;
|
|
}
|
|
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.TilemapLayer#scrollY
|
|
* @property {number} scrollY - Scrolls the map vertically or returns the current y position.
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
|
|
|
|
get: function () {
|
|
return this._y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
// if (value !== this._y && value >= 0 && this.layer && this.heightInPixels > this.renderHeight)
|
|
if (value !== this._y && value >= 0 && this.layer.heightInPixels > this.height)
|
|
{
|
|
this._y = value;
|
|
|
|
if (this._y > (this.layer.heightInPixels - this.height))
|
|
{
|
|
this._y = this.layer.heightInPixels - this.height;
|
|
}
|
|
|
|
this._startY = this.game.math.floor(this._y / this.map.tileHeight);
|
|
|
|
if (this._startY < 0)
|
|
{
|
|
this._startY = 0;
|
|
}
|
|
|
|
if (this._startY + this._maxY > this.layer.height)
|
|
{
|
|
this._startY = this.layer.height - this._maxY;
|
|
}
|
|
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.TilemapLayer#collisionWidth
|
|
* @property {number} collisionWidth - The width of the collision tiles.
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
|
|
|
|
get: function () {
|
|
return this._cw;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._cw = value;
|
|
|
|
this.dirty = true;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.TilemapLayer#collisionHeight
|
|
* @property {number} collisionHeight - The height of the collision tiles.
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
|
|
|
|
get: function () {
|
|
return this._ch;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._ch = value;
|
|
|
|
this.dirty = true;
|
|
|
|
}
|
|
|
|
});
|