phaser/docs/Tileset.js.html
photonstorm 5d5c64d22f Tilemap.createCollisionObjects will parse Tiled data for objectgroups and convert polyline instances into physics objects you can collide with in the world.
After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required.
Debug.renderPhysicsBody updated to take camera location and body rotation into account.
Body movement functions put back to velocity :)
Updated to latest dev version of pixi and latest p2.js
Updated docs
2014-02-18 03:01:51 +00:00

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<h1 class="page-title">Source: tilemap/Tileset.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Tile set is a combination of an image containing the tiles and collision data per tile.
* You should not normally instantiate this class directly.
*
* @class Phaser.Tileset
* @constructor
* @param {string} name - The name of the tileset in the map data.
* @param {number} firstgid - The Tiled firstgid value.
* @param {number} width - Width of each tile in pixels.
* @param {number} height - Height of each tile in pixels.
* @param {number} margin - The amount of margin around the tilesheet.
* @param {number} spacing - The amount of spacing between each tile in the sheet.
* @param {object} properties - Tileset properties.
*/
Phaser.Tileset = function (name, firstgid, width, height, margin, spacing, properties) {
/**
* @property {string} name - The name of the Tileset.
*/
this.name = name;
/**
* @property {number} firstgid - The Tiled firstgid value.
* @default
*/
this.firstgid = firstgid;
/**
* @property {number} tileWidth - The width of a tile in pixels.
*/
this.tileWidth = width;
/**
* @property {number} tileHeight - The height of a tile in pixels.
*/
this.tileHeight = height;
/**
* @property {number} tileMargin - The margin around the tiles in the sheet.
*/
this.tileMargin = margin;
/**
* @property {number} tileSpacing - The margin around the tiles in the sheet.
*/
this.tileSpacing = spacing;
/**
* @property {object} properties - Tileset specific properties (typically defined in the Tiled editor).
*/
this.properties = properties;
/**
* @property {object} tilePproperties - Tile specific properties (typically defined in the Tiled editor).
*/
// this.tileProperties = {};
/**
* @property {object} image - The image used for rendering. This is a reference to the image stored in Phaser.Cache.
*/
this.image = null;
/**
* @property {number} rows - The number of rows in the tile sheet.
*/
this.rows = 0;
/**
* @property {number} columns - The number of columns in the tile sheet.
*/
this.columns = 0;
/**
* @property {number} total - The total number of tiles in the tilesheet.
*/
this.total = 0;
};
Phaser.Tileset.prototype = {
/**
* Gets a Tile from this set.
*
* @method Phaser.Tileset#getTile
* @param {number} index - The index of the tile within the set.
* @return {object} The tile object.
getTile: function (index) {
return this.tiles[index];
},
*/
/**
* Gets a Tile from this set.
*
* @method Phaser.Tileset#getTileX
* @param {number} index - The index of the tile within the set.
* @return {object} The tile object.
getTileX: function (index) {
return this.tiles[index][0];
},
*/
/**
* Gets a Tile from this set.
*
* @method Phaser.Tileset#getTileY
* @param {number} index - The index of the tile within the set.
* @return {object} The tile object.
getTileY: function (index) {
return this.tiles[index][1];
},
*/
/**
* Sets tile spacing and margins.
*
* @method Phaser.Tileset#setSpacing
* @param {number} [tileMargin] - The margin around the tiles in the sheet.
* @param {number} [tileSpacing] - The spacing between the tiles in the sheet.
*/
setSpacing: function (margin, spacing) {
this.tileMargin = margin;
this.tileSpacing = spacing;
},
/**
* Checks if the tile at the given index exists.
*
* @method Phaser.Tileset#checkTileIndex
* @param {number} index - The index of the tile within the set.
* @return {boolean} True if a tile exists at the given index otherwise false.
checkTileIndex: function (index) {
return (this.tiles[index]);
}
*/
};
Phaser.Tileset.prototype.constructor = Phaser.Tileset;
</pre>
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