phaser/docs/TilemapLayer.js.html
2014-11-25 00:24:31 +00:00

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<h1 class="page-title">Source: D:/wamp/www/phaser/src/tilemap/TilemapLayer.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 TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
*
* Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc.
* By default TilemapLayers have fixedToCamera set to `true`. Changing this will break Camera follow and scrolling behaviour.
*
* @class Phaser.TilemapLayer
* @extends {Phaser.Image}
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
* @param {integer} index - The index of the TileLayer to render within the Tilemap.
* @param {integer} width - Width of the renderable area of the layer (in pixels).
* @param {integer} height - Height of the renderable area of the layer (in pixels).
*/
Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
width |= 0;
height |= 0;
/**
* A reference to the currently running Game.
* @property {Phaser.Game} game
* @protected
* @readonly
*/
this.game = game;
/**
* The Tilemap to which this layer is bound.
* @property {Phaser.Tilemap} map
* @protected
* @readonly
*/
this.map = tilemap;
/**
* The index of this layer within the Tilemap.
* @property {number} index
* @protected
* @readonly
*/
this.index = index;
/**
* The layer object within the Tilemap that this layer represents.
* @property {Phaser.TileLayer} layer
* @protected
* @readonly
*/
this.layer = tilemap.layers[index];
/**
* The canvas to which this TilemapLayer draws.
* @property {HTMLCanvasElement} canvas
* @protected
*/
this.canvas = Phaser.Canvas.create(width, height, '', true);
/**
* The 2d context of the canvas.
* @property {CanvasRenderingContext2D} context
* @private
*/
this.context = this.canvas.getContext('2d');
/**
* Required Pixi var.
* @property {PIXI.BaseTexture} baseTexture
* @protected
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* Required Pixi var.
* @property {PIXI.Texture} texture
* @protected
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* Dimensions of the renderable area.
* @property {Phaser.Frame} textureFrame
* @protected
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid());
Phaser.Image.call(this, this.game, 0, 0, this.texture, this.textureFrame);
/**
* The name of the layer.
* @property {string} name
*/
this.name = '';
/**
* The const type of this object.
* @property {number} type
* @readonly
* @protected
* @default Phaser.TILEMAPLAYER
*/
this.type = Phaser.TILEMAPLAYER;
/**
* 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.
* @property {boolean} fixToCamera
* @default
*/
this.fixedToCamera = true;
/**
* 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.
* @property {Phaser.Point} cameraOffset
*/
this.cameraOffset = new Phaser.Point(0, 0);
/**
* Settings that control standard (non-diagnostic) rendering.
*
* @public
* @property {boolean} enableScrollDelta - When enabled, only new newly exposed areas of the layer are redraw after scrolling. This can greatly improve scrolling rendering performance, especially when there are many small tiles.
* @default
*/
this.renderSettings = {
enableScrollDelta: true,
overdrawRatio: 0.20
};
/**
* Enable an additional "debug rendering" pass to display collision information.
*
* @property {boolean} debug
* @default
*/
this.debug = false;
/**
* Settings used for debugging and diagnostics.
*
* @property {?string} missingImageFill - A tile is rendered as a rectangle using the following fill if a valid tileset/image cannot be found. A value of `null` prevents additional rendering for tiles without a valid tileset image. _This takes effect even when debug rendering for the layer is not enabled._
*
* @property {?string} debuggedTileOverfill - If a Tile has `Tile#debug` true then, after normal tile image rendering, a rectangle with the following fill is drawn above/over it. _This takes effect even when debug rendering for the layer is not enabled._
*
* @property {boolean} forceFullRedraw - When debug rendering (`debug` is true), and this option is enabled, the a full redraw is forced and rendering optimization is suppressed.
*
* @property {number} debugAlpha - When debug rendering (`debug` is true), the tileset is initially rendered with this alpha level. This can make the tile edges clearer.
*
* @property {?string} facingEdgeStroke - When debug rendering (`debug` is true), this color/stroke is used to draw "face" edges. A value of `null` disables coloring facing edges.
*
* @property {?string} collidingTileOverfill - When debug rendering (`debug` is true), this fill is used for tiles that are collidable. A value of `null` disables applying the additional overfill.
*
*/
this.debugSettings = {
missingImageFill: 'rgb(255,255,255)',
debuggedTileOverfill: 'rgba(0,255,0,0.4)',
forceFullRedraw: true,
debugAlpha: 0.5,
facingEdgeStroke: 'rgba(0,255,0,1)',
collidingTileOverfill: 'rgba(0,255,0,0.2)'
};
/**
* Speed at which this layer scrolls horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do).
* @property {number} scrollFactorX
* @public
* @default
*/
this.scrollFactorX = 1;
/**
* Speed at which this layer scrolls vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls half as quickly as the 'normal' camera-locked layers do)
* @property {number} scrollFactorY
* @public
* @default
*/
this.scrollFactorY = 1;
/**
* If true tiles will be force rendered, even if such is not believed to be required.
* @property {boolean} dirty
* @protected
*/
this.dirty = true;
/**
* When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.
* @property {integer} rayStepRate
* @default
*/
this.rayStepRate = 4;
/**
* Flag controlling if the layer tiles wrap at the edges.
* @property {boolean} _wrap
* @private
*/
this._wrap = false;
/**
* Local map data and calculation cache.
* @property {object} _mc
* @private
*/
this._mc = {
// Used to bypass rendering without reliance on `dirty` and detect changes.
scrollX: 0,
scrollY: 0,
renderWidth: 0,
renderHeight: 0,
tileWidth: tilemap.tileWidth,
tileHeight: tilemap.tileHeight,
// Collision width/height (pixels)
// What purpose do these have? Most things use tile width/height directly.
// This also only extends collisions right and down.
cw: tilemap.tileWidth,
ch: tilemap.tileHeight,
// Cached tilesets from index -> Tileset
tilesets: []
};
/**
* The current canvas left after scroll is applied.
* @property {number} _scrollX
* @private
*/
this._scrollX = 0;
/**
* The current canvas top after scroll is applied.
* @propety {number} _scrollY
* @private
*/
this._scrollY = 0;
/**
* Used for caching the tiles / array of tiles.
* @property {Phaser.Tile[]} _results
* @private
*/
this._results = [];
};
Phaser.TilemapLayer.prototype = Object.create(Phaser.Image.prototype);
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
/**
* If no valid tileset/image can be found for a tile, the tile is rendered as a rectangle using this as a fill value.
*
* Set to `null` to disable rendering anything for tiles without value tileset images.
*
* @property {?string} tileColor
* @memberof Phaser.TilemapLayer
* @default 'rgb(255, 255, 255)'
* @deprecated Use `debugSettings.missingImageFill` instead.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, 'tileColor', {
get: function () {
return this.debugSettings.missingImageFill;
},
set: function (value) {
this.debugSettings.missingImageFill = value;
}
});
/**
* Automatically called by World.postUpdate. Handles cache updates.
*
* @method Phaser.TilemapLayer#postUpdate
* @protected
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Image.prototype.postUpdate.call(this);
// Stops you being able to auto-scroll the camera if it's not following a sprite
var camera = this.game.camera;
this.scrollX = camera.x * this.scrollFactorX;
this.scrollY = camera.y * this.scrollFactorY;
this.render();
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = (camera.view.x + this.cameraOffset.x) / camera.scale.x;
this.position.y = (camera.view.y + this.cameraOffset.y) / camera.scale.y;
}
// Update any Children
// for (var i = 0, len = this.children.length; i &lt; len; i++)
// {
// this.children[i].postUpdate();
// }
};
/**
* Sets the world size to match the size of this layer.
*
* @method Phaser.TilemapLayer#resizeWorld
* @public
*/
Phaser.TilemapLayer.prototype.resizeWorld = function () {
this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels);
};
/**
* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it into a scrolled local space.
*
* @method Phaser.TilemapLayer#_fixX
* @private
* @param {number} x - x coordinate in camera space
* @return {number} x coordinate in scrollFactor-adjusted dimensions
*/
Phaser.TilemapLayer.prototype._fixX = function (x) {
if (x &lt; 0)
{
x = 0;
}
if (this.scrollFactorX === 1)
{
return x;
}
return this._scrollX + (x - (this._scrollX / this.scrollFactorX));
};
/**
* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it back to camera space.
*
* @method Phaser.TilemapLayer#_unfixX
* @private
* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
* @return {number} x coordinate in camera space
*/
Phaser.TilemapLayer.prototype._unfixX = function (x) {
if (this.scrollFactorX === 1)
{
return x;
}
return (this._scrollX / this.scrollFactorX) + (x - this._scrollX);
};
/**
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it into a scrolled local space.
*
* @method Phaser.TilemapLayer#_fixY
* @private
* @param {number} y - y coordinate in camera space
* @return {number} y coordinate in scrollFactor-adjusted dimensions
*/
Phaser.TilemapLayer.prototype._fixY = function (y) {
if (y &lt; 0)
{
y = 0;
}
if (this.scrollFactorY === 1)
{
return y;
}
return this._scrollY + (y - (this._scrollY / this.scrollFactorY));
};
/**
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it back to camera space.
*
* @method Phaser.TilemapLayer#_unfixY
* @private
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
* @return {number} y coordinate in camera space
*/
Phaser.TilemapLayer.prototype._unfixY = function (y) {
if (this.scrollFactorY === 1)
{
return y;
}
return (this._scrollY / this.scrollFactorY) + (y - this._scrollY);
};
/**
* Convert a pixel value to a tile coordinate.
*
* @method Phaser.TilemapLayer#getTileX
* @public
* @param {number} x - X position of the point in target tile (in pixels).
* @return {integer} The X map location of the tile.
*/
Phaser.TilemapLayer.prototype.getTileX = function (x) {
// var tileWidth = this.tileWidth * this.scale.x;
return Math.floor(this._fixX(x) / this._mc.tileWidth);
};
/**
* Convert a pixel value to a tile coordinate.
*
* @method Phaser.TilemapLayer#getTileY
* @public
* @param {number} y - Y position of the point in target tile (in pixels).
* @return {integer} The Y map location of the tile.
*/
Phaser.TilemapLayer.prototype.getTileY = function (y) {
// var tileHeight = this.tileHeight * this.scale.y;
return Math.floor(this._fixY(y) / this._mc.tileHeight);
};
/**
* Convert a pixel coordinate to a tile coordinate.
*
* @method Phaser.TilemapLayer#getTileXY
* @public
* @param {number} x - X position of the point in target tile (in pixels).
* @param {number} y - Y position of the point in target tile (in pixels).
* @param {(Phaser.Point|object)} point - The Point/object to update.
* @return {(Phaser.Point|object)} A Point/object with its `x` and `y` properties set.
*/
Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
point.x = this.getTileX(x);
point.y = this.getTileY(y);
return point;
};
/**
* Gets all tiles that intersect with the given line.
*
* @method Phaser.TilemapLayer#getRayCastTiles
* @public
* @param {Phaser.Line} line - The line used to determine which tiles to return.
* @param {integer} [stepRate=(rayStepRate)] - How many steps through the ray will we check? Defaults to `rayStepRate`.
* @param {boolean} [collides=false] - If true, _only_ return tiles that collide on one or more faces.
* @param {boolean} [interestingFace=false] - If true, _only_ return tiles that have interesting faces.
* @return {Phaser.Tile[]} An array of Phaser.Tiles.
*/
Phaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) {
if (!stepRate) { stepRate = this.rayStepRate; }
if (typeof collides === 'undefined') { collides = false; }
if (typeof interestingFace === 'undefined') { interestingFace = false; }
// First get all tiles that touch the bounds of the line
var tiles = this.getTiles(line.x, line.y, line.width, line.height, collides, interestingFace);
if (tiles.length === 0)
{
return [];
}
// Now we only want the tiles that intersect with the points on this line
var coords = line.coordinatesOnLine(stepRate);
var results = [];
for (var i = 0; i &lt; tiles.length; i++)
{
for (var t = 0; t &lt; coords.length; t++)
{
var tile = tiles[i];
var coord = coords[t];
if (tile.containsPoint(coord[0], coord[1]))
{
results.push(tile);
break;
}
}
}
return results;
};
/**
* 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
* @public
* @param {number} x - X position of the top left corner (in pixels).
* @param {number} y - Y position of the top left corner (in pixels).
* @param {number} width - Width of the area to get (in pixels).
* @param {number} height - Height of the area to get (in pixels).
* @param {boolean} [collides=false] - If true, _only_ return tiles that collide on one or more faces.
* @param {boolean} [interestingFace=false] - If true, _only_ return tiles that have interesting faces.
* @return {array&lt;Phaser.Tile>} An array of Tiles.
*/
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides, interestingFace) {
// 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; }
if (typeof interestingFace === 'undefined') { interestingFace = false; }
var fetchAll = !(collides || interestingFace);
// Adjust the x,y coordinates for scrollFactor
x = this._fixX(x);
y = this._fixY(y);
var tw = this._mc.tileWidth;
var th = this._mc.tileHeight;
// Convert the pixel values into tile coordinates
var tx = Math.floor(x / this._mc.cw);
var ty = Math.floor(y / this._mc.ch);
// Don't just use ceil(width/cw) to allow account for x/y diff within cell
var tw = Math.ceil((x + width) / this._mc.cw) - tx;
var th = Math.ceil((y + height) / this._mc.ch) - ty;
while (this._results.length)
{
this._results.pop();
}
for (var wy = ty; wy &lt; ty + th; wy++)
{
for (var wx = tx; wx &lt; tx + tw; wx++)
{
var row = this.layer.data[wy];
if (row && row[wx])
{
if (fetchAll || row[wx].isInteresting(collides, interestingFace))
{
this._results.push(row[wx]);
}
}
}
}
return this._results;
};
/**
* Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.
*
* @property {boolean} wrap
* @memberof Phaser.TilemapLayer
* @public
* @default false
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "wrap", {
get: function () {
return this._wrap;
},
set: function (value) {
this._wrap = value;
this.dirty = true;
}
});
/**
* Returns the appropriate tileset for the index, updating the internal cache as required. This should only be called if `tilesets[index]` evaluates to undefined.
*
* @method Phaser.TilemapLayer#resolveTileset
* @private
* @param {integer} Tile index
* @return {Phaser.Tileset|null} Returns the associated tileset or null if there is no such mapping.
*/
Phaser.TilemapLayer.prototype.resolveTileset = function (tileIndex)
{
var tilesets = this._mc.tilesets;
// Try for dense array if reasonable
if (tileIndex &lt; 2000) {
while (tilesets.length &lt; tileIndex) {
tilesets.push(undefined);
}
}
var setIndex = this.map.tiles[tileIndex] && this.map.tiles[tileIndex][2];
if (setIndex != null) // number: not null or undefined
{
var tileset = this.map.tilesets[setIndex];
if (tileset && tileset.containsTileIndex(tileIndex))
{
return (tilesets[tileIndex] = tileset);
}
}
return (tilesets[tileIndex] = null);
};
/**
* The TilemapLayer caches tileset look-ups. Call this method of clear the cache if tilesets have been added or updated after the layer has been rendered.
*
* @method Phaser.TilemapLayer#resetTilesetCache
* @public
*/
Phaser.TilemapLayer.prototype.resetTilesetCache = function ()
{
var tilesets = this._mc.tilesets;
while (tilesets.length) {
tilesets.pop();
}
};
/**
* Shifts the contents of the canvas - does extra math so that different browsers agree on the result. The specified (x/y) will be shifted to (0,0) after the copy. The newly exposed canvas area will need to be filled in. This method is problematic for transparent tiles.
*
* @method Phaser.TilemapLayer#shiftCanvas
* @private
* @param {CanvasRenderingContext2D} context - The context to shift
* @param {integer} x
* @param {integer} y
*/
Phaser.TilemapLayer.prototype.shiftCanvas = function (context, x, y)
{
var canvas = context.canvas;
var copyW = canvas.width - Math.abs(x);
var copyH = canvas.height - Math.abs(y);
// When x/y non-negative
var dx = 0;
var dy = 0;
var sx = x;
var sy = y;
if (x &lt; 0)
{
dx = -x;
sx = 0;
}
if (y &lt; 0)
{
dy = -y;
sy = 0;
}
context.save();
context.globalCompositeOperation = 'copy';
context.drawImage(canvas, dx, dy, copyW, copyH, sx, sy, copyW, copyH);
context.restore();
};
/**
* Render tiles in the given area given by the virtual tile coordinates biased by the given scroll factor.
* This will constrain the tile coordinates based on wrapping but not physical coordinates.
*
* @method Phaser.TilemapLayer#renderRegion
* @private
* @param {integer} scrollX - Render x offset/scroll.
* @param {integer} scrollY - Render y offset/scroll.
* @param {integer} left - Leftmost column to render.
* @param {integer} top - Topmost row to render.
* @param {integer} right - Rightmost column to render.
* @param {integer} bottom - Bottommost row to render.
*/
Phaser.TilemapLayer.prototype.renderRegion = function (scrollX, scrollY, left, top, right, bottom) {
var context = this.context;
var width = this.layer.width;
var height = this.layer.height;
var tw = this._mc.tileWidth;
var th = this._mc.tileHeight;
var tilesets = this._mc.tilesets;
var lastAlpha = NaN;
if (!this._wrap)
{
if (left &lt;= right) // Only adjust if going to render
{
left = Math.max(0, left);
right = Math.min(width - 1, right);
}
if (top &lt;= bottom)
{
top = Math.max(0, top);
bottom = Math.min(height - 1, bottom);
}
}
// top-left pixel of top-left cell
var baseX = (left * tw) - scrollX;
var baseY = (top * th) - scrollY;
// Fix normStartX/normStartY such it is normalized [0..width/height). This allows a simple conditional and decrement to always keep in range [0..width/height) during the loop. The major offset bias is to take care of negative values.
var normStartX = (left + ((1 &lt;&lt; 20) * width)) % width;
var normStartY = (top + ((1 &lt;&lt; 20) * height)) % height;
// tx/ty - are pixel coordinates where tile is drawn
// x/y - is cell location, normalized [0..width/height) in loop
// xmax/ymax - remaining cells to render on column/row
var tx, ty, x, y, xmax, ymax;
context.fillStyle = this.tileColor;
for (y = normStartY, ymax = bottom - top, ty = baseY;
ymax >= 0;
y++, ymax--, ty += th)
{
if (y >= height) { y -= height; }
var row = this.layer.data[y];
for (x = normStartX, xmax = right - left, tx = baseX;
xmax >= 0;
x++, xmax--, tx += tw)
{
if (x >= width) { x -= width; }
var tile = row[x];
if (!tile || tile.index &lt; 0)
{
continue;
}
var index = tile.index;
var set = tilesets[index];
if (set === undefined)
{
set = this.resolveTileset(index);
}
// Setting the globalAlpha is "surprisingly expensive" in Chrome (38)
if (tile.alpha !== lastAlpha && !this.debug)
{
context.globalAlpha = tile.alpha;
lastAlpha = tile.alpha;
}
if (set)
{
set.draw(context, tx, ty, index);
}
else if (this.debugSettings.missingImageFill)
{
context.fillStyle = this.debugSettings.missingImageFill;
context.fillRect(tx, ty, tw, th);
}
if (tile.debug && this.debugSettings.debuggedTileOverfill)
{
context.fillStyle = this.debugSettings.debuggedTileOverfill;
context.fillRect(tx, ty, tw, th);
}
}
}
};
/**
* Shifts the canvas and render damaged edge tiles.
*
* @method Phaser.TilemapLayer#renderDeltaScroll
* @private
*/
Phaser.TilemapLayer.prototype.renderDeltaScroll = function (shiftX, shiftY) {
var scrollX = this._mc.scrollX;
var scrollY = this._mc.scrollY;
var renderW = this.canvas.width;
var renderH = this.canvas.height;
var tw = this._mc.tileWidth;
var th = this._mc.tileHeight;
// Only cells with coordinates in the "plus" formed by `left &lt;= x &lt;= right` OR `top &lt;= y &lt;= bottom` are drawn. These coordinates may be outside the layer bounds.
// Start in pixels
var left = 0;
var right = -tw;
var top = 0;
var bottom = -th;
if (shiftX &lt; 0) // layer moving left, damage right
{
left = renderW + shiftX; // shiftX neg.
right = renderW - 1;
}
else if (shiftX > 0)
{
// left -> 0
right = shiftX;
}
if (shiftY &lt; 0) // layer moving down, damage top
{
top = renderH + shiftY; // shiftY neg.
bottom = renderH - 1;
}
else if (shiftY > 0)
{
// top -> 0
bottom = shiftY;
}
this.shiftCanvas(this.context, shiftX, shiftY);
// Transform into tile-space
left = Math.floor((left + scrollX) / tw);
right = Math.floor((right + scrollX) / tw);
top = Math.floor((top + scrollY) / th);
bottom = Math.floor((bottom + scrollY) / th);
if (left &lt;= right)
{
// Clear left or right edge
this.context.clearRect(((left * tw) - scrollX), 0, (right - left + 1) * tw, renderH);
var trueTop = Math.floor((0 + scrollY) / th);
var trueBottom = Math.floor((renderH - 1 + scrollY) / th);
this.renderRegion(scrollX, scrollY, left, trueTop, right, trueBottom);
}
if (top &lt;= bottom)
{
// Clear top or bottom edge
this.context.clearRect(0, ((top * th) - scrollY), renderW, (bottom - top + 1) * th);
var trueLeft = Math.floor((0 + scrollX) / tw);
var trueRight = Math.floor((renderW - 1 + scrollX) / tw);
this.renderRegion(scrollX, scrollY, trueLeft, top, trueRight, bottom);
}
};
/**
* Clear and render the entire canvas.
*
* @method Phaser.TilemapLayer#renderFull
* @private
*/
Phaser.TilemapLayer.prototype.renderFull = function ()
{
var scrollX = this._mc.scrollX;
var scrollY = this._mc.scrollY;
var renderW = this.canvas.width;
var renderH = this.canvas.height;
var tw = this._mc.tileWidth;
var th = this._mc.tileHeight;
var left = Math.floor(scrollX / tw);
var right = Math.floor((renderW - 1 + scrollX) / tw);
var top = Math.floor(scrollY / th);
var bottom = Math.floor((renderH - 1 + scrollY) / th);
this.context.clearRect(0, 0, renderW, renderH);
this.renderRegion(scrollX, scrollY, left, top, right, bottom);
};
/**
* Renders the tiles to the layer canvas and pushes to the display.
*
* @method Phaser.TilemapLayer#render
* @protected
*/
Phaser.TilemapLayer.prototype.render = function () {
var redrawAll = false;
if (!this.visible)
{
return;
}
if (this.dirty || this.layer.dirty)
{
this.layer.dirty = false;
redrawAll = true;
}
var renderWidth = this.canvas.width; // Use Sprite.width/height?
var renderHeight = this.canvas.height;
// Scrolling bias; whole pixels only
var scrollX = this._scrollX | 0;
var scrollY = this._scrollY | 0;
var mc = this._mc;
var shiftX = mc.scrollX - scrollX; // Negative when scrolling right/down
var shiftY = mc.scrollY - scrollY;
if (!redrawAll &&
shiftX === 0 && shiftY === 0 &&
mc.renderWidth === renderWidth && mc.renderHeight === renderHeight)
{
// No reason to redraw map, looking at same thing and not invalidated.
return;
}
mc.scrollX = scrollX;
mc.scrollY = scrollY;
if (mc.renderWidth !== renderWidth || mc.renderHeight !== renderHeight)
{
// Could support automatic canvas resizing
mc.renderWidth = renderWidth;
mc.renderHeight = renderHeight;
}
if (this.debug)
{
this.context.globalAlpha = this.debugSettings.debugAlpha;
if (this.debugSettings.forceFullRedraw)
{
redrawAll = true;
}
}
if (!redrawAll &&
this.renderSettings.enableScrollDelta &&
(Math.abs(shiftX) + Math.abs(shiftY)) &lt; Math.min(renderWidth, renderHeight))
{
this.renderDeltaScroll(shiftX, shiftY);
}
else
{
// Too much change or otherwise requires full render
this.renderFull();
}
if (this.debug)
{
this.context.globalAlpha = 1;
this.renderDebug();
}
this.baseTexture.dirty();
this.dirty = false;
return true;
};
/**
* Renders a debug overlay on-top of the canvas. Called automatically by render when `debug` is true.
*
* See `debugSettings` for assorted configuration options.
*
* @method Phaser.TilemapLayer#renderDebug
* @private
*/
Phaser.TilemapLayer.prototype.renderDebug = function () {
var scrollX = this._mc.scrollX;
var scrollY = this._mc.scrollY;
var context = this.context;
var renderW = this.canvas.width;
var renderH = this.canvas.height;
var width = this.layer.width;
var height = this.layer.height;
var tw = this._mc.tileWidth;
var th = this._mc.tileHeight;
var left = Math.floor(scrollX / tw);
var right = Math.floor((renderW - 1 + scrollX) / tw);
var top = Math.floor(scrollY / th);
var bottom = Math.floor((renderH - 1 + scrollY) / th);
var baseX = (left * tw) - scrollX;
var baseY = (top * th) - scrollY;
var normStartX = (left + ((1 &lt;&lt; 20) * width)) % width;
var normStartY = (top + ((1 &lt;&lt; 20) * height)) % height;
var tx, ty, x, y, xmax, ymax;
context.strokeStyle = this.debugSettings.facingEdgeStroke;
for (y = normStartY, ymax = bottom - top, ty = baseY;
ymax >= 0;
y++, ymax--, ty += th)
{
if (y >= height) { y -= height; }
var row = this.layer.data[y];
for (x = normStartX, xmax = right - left, tx = baseX;
xmax >= 0;
x++, xmax--, tx += tw)
{
if (x >= width) { x -= width; }
var tile = row[x];
if (!tile || tile.index &lt; 0 || !tile.collides)
{
continue;
}
if (this.debugSettings.collidingTileOverfill)
{
context.fillStyle = this.debugSettings.collidingTileOverfill;
context.fillRect(tx, ty, this._mc.cw, this._mc.ch);
}
if (this.debugSettings.facingEdgeStroke)
{
context.beginPath();
if (tile.faceTop)
{
context.moveTo(tx, ty);
context.lineTo(tx + this._mc.cw, ty);
}
if (tile.faceBottom)
{
context.moveTo(tx, ty + this._mc.ch);
context.lineTo(tx + this._mc.cw, ty + this._mc.ch);
}
if (tile.faceLeft)
{
context.moveTo(tx, ty);
context.lineTo(tx, ty + this._mc.ch);
}
if (tile.faceRight)
{
context.moveTo(tx + this._mc.cw, ty);
context.lineTo(tx + this._mc.cw, ty + this._mc.ch);
}
context.stroke();
}
}
}
};
/**
* Scrolls the map horizontally or returns the current x position.
*
* @property {number} scrollX
* @memberof Phaser.TilemapLayer
* @public
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
get: function () {
return this._scrollX;
},
set: function (value) {
this._scrollX = value;
}
});
/**
* Scrolls the map vertically or returns the current y position.
*
* @property {number} scrollY
* @memberof Phaser.TilemapLayer
* @public
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
get: function () {
return this._scrollY;
},
set: function (value) {
this._scrollY = value;
}
});
/**
* The width of the collision tiles (in pixels).
*
* @property {integer} collisionWidth
* @memberof Phaser.TilemapLayer
* @public
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
get: function () {
return this._mc.cw;
},
set: function (value) {
this._mc.cw = value | 0;
this.dirty = true;
}
});
/**
* The height of the collision tiles (in pixels).
*
* @property {integer} collisionHeight
* @memberof Phaser.TilemapLayer
* @public
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
get: function () {
return this._mc.ch;
},
set: function (value) {
this._mc.ch = value | 0;
this.dirty = true;
}
});
</pre>
</article>
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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