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5b73bb21bb
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler. Newly generated docs
1370 lines
35 KiB
HTML
1370 lines
35 KiB
HTML
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<title>Phaser Source: tilemap/TilemapLayer.js</title>
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</div>
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: tilemap/TilemapLayer.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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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.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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/**
|
|
* 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} fixedToCamera - Fixes this object to the Camera.
|
|
* @default
|
|
*/
|
|
this.fixedToCamera = true;
|
|
|
|
/**
|
|
* @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.
|
|
*/
|
|
this.cameraOffset = new Phaser.Point(0, 0);
|
|
|
|
/**
|
|
* @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.
|
|
* @default
|
|
*/
|
|
this.tileColor = 'rgb(255, 255, 255)';
|
|
|
|
/**
|
|
* @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.
|
|
* @default
|
|
*/
|
|
this.debug = false;
|
|
|
|
/**
|
|
* @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
|
|
* @default
|
|
*/
|
|
this.debugAlpha = 0.5;
|
|
|
|
/**
|
|
* @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.
|
|
* @default
|
|
*/
|
|
this.debugColor = 'rgba(0, 255, 0, 1)';
|
|
|
|
/**
|
|
* @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around.
|
|
* @default
|
|
*/
|
|
this.debugFill = false;
|
|
|
|
/**
|
|
* @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format.
|
|
* @default
|
|
*/
|
|
this.debugFillColor = 'rgba(0, 255, 0, 0.2)';
|
|
|
|
/**
|
|
* @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.
|
|
* @default
|
|
*/
|
|
this.debugCallbackColor = 'rgba(255, 0, 0, 1)';
|
|
|
|
/**
|
|
* @property {number} scrollFactorX - 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)
|
|
* @default 1
|
|
*/
|
|
this.scrollFactorX = 1;
|
|
|
|
/**
|
|
* @property {number} scrollFactorY - 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)
|
|
* @default 1
|
|
*/
|
|
this.scrollFactorY = 1;
|
|
|
|
/**
|
|
* @property {boolean} dirty - Flag controlling when to re-render the layer.
|
|
*/
|
|
this.dirty = true;
|
|
|
|
/**
|
|
* @property {number} rayStepRate - 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.
|
|
* @default
|
|
*/
|
|
this.rayStepRate = 4;
|
|
|
|
/**
|
|
* @property {object} _mc - Local map data and calculation cache.
|
|
* @private
|
|
*/
|
|
this._mc = {
|
|
|
|
cw: tilemap.tileWidth,
|
|
ch: tilemap.tileHeight,
|
|
ga: 1,
|
|
dx: 0,
|
|
dy: 0,
|
|
dw: 0,
|
|
dh: 0,
|
|
tx: 0,
|
|
ty: 0,
|
|
tw: 0,
|
|
th: 0,
|
|
tl: 0,
|
|
maxX: 0,
|
|
maxY: 0,
|
|
startX: 0,
|
|
startY: 0,
|
|
x: 0,
|
|
y: 0,
|
|
prevX: 0,
|
|
prevY: 0
|
|
|
|
};
|
|
|
|
/**
|
|
* @property {array} _results - Local render loop var to help avoid gc spikes.
|
|
* @private
|
|
*/
|
|
this._results = [];
|
|
|
|
this.updateMax();
|
|
|
|
};
|
|
|
|
Phaser.TilemapLayer.prototype = Object.create(Phaser.Image.prototype);
|
|
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
|
|
|
|
/**
|
|
* Automatically called by World.postUpdate. Handles cache updates.
|
|
*
|
|
* @method Phaser.TilemapLayer#postUpdate
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.postUpdate = function () {
|
|
|
|
// console.log('layer pu');
|
|
|
|
Phaser.Image.prototype.postUpdate.call(this);
|
|
|
|
// Stops you being able to auto-scroll the camera if it's not following a sprite
|
|
this.scrollX = this.game.camera.x * this.scrollFactorX;
|
|
this.scrollY = this.game.camera.y * this.scrollFactorY;
|
|
|
|
this.render();
|
|
|
|
// Fixed to Camera?
|
|
if (this._cache[7] === 1)
|
|
{
|
|
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
|
|
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
|
|
}
|
|
|
|
// Update any Children
|
|
// for (var i = 0, len = this.children.length; i < len; i++)
|
|
// {
|
|
// this.children[i].postUpdate();
|
|
// }
|
|
|
|
};
|
|
|
|
/**
|
|
* Sets the world size to match the size of this layer.
|
|
*
|
|
* @method Phaser.TilemapLayer#resizeWorld
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
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. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_fixX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @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 < 0)
|
|
{
|
|
x = 0;
|
|
}
|
|
|
|
if (this.scrollFactorX === 1)
|
|
{
|
|
return x;
|
|
}
|
|
|
|
return this._mc.x + (x - (this._mc.x / this.scrollFactorX));
|
|
|
|
};
|
|
|
|
/**
|
|
* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it
|
|
* back to camera space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_unfixX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @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._mc.x / this.scrollFactorX) + (x - this._mc.x);
|
|
|
|
};
|
|
|
|
/**
|
|
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
|
|
* into a scrolled local space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_fixY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @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 < 0)
|
|
{
|
|
y = 0;
|
|
}
|
|
|
|
if (this.scrollFactorY === 1)
|
|
{
|
|
return y;
|
|
}
|
|
|
|
return this._mc.y + (y - (this._mc.y / this.scrollFactorY));
|
|
|
|
};
|
|
|
|
/**
|
|
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
|
|
* back to camera space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_unfixY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @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._mc.y / this.scrollFactorY) + (y - this._mc.y);
|
|
|
|
};
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
* @method Phaser.TilemapLayer#getTileX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} x - X position of the point in target tile.
|
|
* @return {Phaser.Tile} The tile with specific properties.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileX = function (x) {
|
|
|
|
// var tileWidth = this.tileWidth * this.scale.x;
|
|
|
|
return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth;
|
|
|
|
};
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
* @method Phaser.TilemapLayer#getTileY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} y - Y position of the point in target tile.
|
|
* @return {Phaser.Tile} The tile with specific properties.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileY = function (y) {
|
|
|
|
// var tileHeight = this.tileHeight * this.scale.y;
|
|
|
|
return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight;
|
|
|
|
};
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
* @method Phaser.TilemapLayer#getTileXY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} x - X position of the point in target tile.
|
|
* @param {number} y - Y position of the point in target tile.
|
|
* @param {Phaser.Point|object} point - The Point object to set the x and y values on.
|
|
* @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
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {Phaser.Line} line - The line used to determine which tiles to return.
|
|
* @param {number} [stepRate] - How many steps through the ray will we check? If undefined or null it uses TilemapLayer.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 {array<Phaser.Tile>} An array of Phaser.Tiles.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) {
|
|
|
|
if (typeof stepRate === 'undefined' || stepRate === null) { 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 total = coords.length;
|
|
var results = [];
|
|
|
|
for (var i = 0; i < tiles.length; i++)
|
|
{
|
|
for (var t = 0; t < total; t++)
|
|
{
|
|
if (tiles[i].containsPoint(coords[t][0], coords[t][1]))
|
|
{
|
|
results.push(tiles[i]);
|
|
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
|
|
* @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.
|
|
* @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces.
|
|
* @return {array<Phaser.Tile>} An array of Phaser.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; }
|
|
|
|
// 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._mc.tx = this.game.math.snapToFloor(x, this._mc.cw) / this._mc.cw;
|
|
this._mc.ty = this.game.math.snapToFloor(y, this._mc.ch) / this._mc.ch;
|
|
this._mc.tw = (this.game.math.snapToCeil(width, this._mc.cw) + this._mc.cw) / this._mc.cw;
|
|
this._mc.th = (this.game.math.snapToCeil(height, this._mc.ch) + this._mc.ch) / this._mc.ch;
|
|
|
|
// This should apply the layer x/y here
|
|
this._results.length = 0;
|
|
|
|
for (var wy = this._mc.ty; wy < this._mc.ty + this._mc.th; wy++)
|
|
{
|
|
for (var wx = this._mc.tx; wx < this._mc.tx + this._mc.tw; wx++)
|
|
{
|
|
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
|
{
|
|
if ((!collides && !interestingFace) || this.layer.data[wy][wx].isInteresting(collides, interestingFace))
|
|
{
|
|
this._results.push(this.layer.data[wy][wx]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return this._results;
|
|
|
|
};
|
|
|
|
/**
|
|
* Internal function to update maximum values.
|
|
* @method Phaser.TilemapLayer#updateMax
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.updateMax = function () {
|
|
|
|
this._mc.maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1;
|
|
this._mc.maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1;
|
|
|
|
if (this.layer)
|
|
{
|
|
if (this._mc.maxX > this.layer.width)
|
|
{
|
|
this._mc.maxX = this.layer.width;
|
|
}
|
|
|
|
if (this._mc.maxY > this.layer.height)
|
|
{
|
|
this._mc.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._mc.prevX = this._mc.dx;
|
|
this._mc.prevY = this._mc.dy;
|
|
|
|
this._mc.dx = -(this._mc.x - (this._mc.startX * this.map.tileWidth));
|
|
this._mc.dy = -(this._mc.y - (this._mc.startY * this.map.tileHeight));
|
|
|
|
this._mc.tx = this._mc.dx;
|
|
this._mc.ty = this._mc.dy;
|
|
|
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
|
|
this.context.fillStyle = this.tileColor;
|
|
|
|
var tile;
|
|
var set;
|
|
|
|
if (this.debug)
|
|
{
|
|
this.context.globalAlpha = this.debugAlpha;
|
|
}
|
|
|
|
for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)
|
|
{
|
|
this._column = this.layer.data[y];
|
|
|
|
for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)
|
|
{
|
|
if (this._column[x])
|
|
{
|
|
tile = this._column[x];
|
|
|
|
set = this.map.tilesets[this.map.tiles[tile.index][2]];
|
|
|
|
if (this.debug === false && tile.alpha !== this.context.globalAlpha)
|
|
{
|
|
this.context.globalAlpha = tile.alpha;
|
|
}
|
|
|
|
set.draw(this.context, Math.floor(this._mc.tx), Math.floor(this._mc.ty), tile.index);
|
|
|
|
if (tile.debug)
|
|
{
|
|
this.context.fillStyle = 'rgba(0, 255, 0, 0.4)';
|
|
this.context.fillRect(Math.floor(this._mc.tx), Math.floor(this._mc.ty), this.map.tileWidth, this.map.tileHeight);
|
|
}
|
|
}
|
|
|
|
this._mc.tx += this.map.tileWidth;
|
|
|
|
}
|
|
|
|
this._mc.tx = this._mc.dx;
|
|
this._mc.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._mc.tx = this._mc.dx;
|
|
this._mc.ty = this._mc.dy;
|
|
|
|
this.context.strokeStyle = this.debugColor;
|
|
this.context.fillStyle = this.debugFillColor;
|
|
|
|
for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)
|
|
{
|
|
this._column = this.layer.data[y];
|
|
|
|
for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)
|
|
{
|
|
var tile = this._column[x];
|
|
|
|
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
|
|
{
|
|
this._mc.tx = Math.floor(this._mc.tx);
|
|
|
|
if (this.debugFill)
|
|
{
|
|
this.context.fillRect(this._mc.tx, this._mc.ty, this._mc.cw, this._mc.ch);
|
|
}
|
|
|
|
this.context.beginPath();
|
|
|
|
if (tile.faceTop)
|
|
{
|
|
this.context.moveTo(this._mc.tx, this._mc.ty);
|
|
this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty);
|
|
}
|
|
|
|
if (tile.faceBottom)
|
|
{
|
|
this.context.moveTo(this._mc.tx, this._mc.ty + this._mc.ch);
|
|
this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch);
|
|
}
|
|
|
|
if (tile.faceLeft)
|
|
{
|
|
this.context.moveTo(this._mc.tx, this._mc.ty);
|
|
this.context.lineTo(this._mc.tx, this._mc.ty + this._mc.ch);
|
|
}
|
|
|
|
if (tile.faceRight)
|
|
{
|
|
this.context.moveTo(this._mc.tx + this._mc.cw, this._mc.ty);
|
|
this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch);
|
|
}
|
|
|
|
this.context.stroke();
|
|
}
|
|
|
|
this._mc.tx += this.map.tileWidth;
|
|
|
|
}
|
|
|
|
this._mc.tx = this._mc.dx;
|
|
this._mc.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._mc.x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value !== this._mc.x && value >= 0 && this.layer.widthInPixels > this.width)
|
|
{
|
|
this._mc.x = value;
|
|
|
|
if (this._mc.x > (this.layer.widthInPixels - this.width))
|
|
{
|
|
this._mc.x = this.layer.widthInPixels - this.width;
|
|
}
|
|
|
|
this._mc.startX = this.game.math.floor(this._mc.x / this.map.tileWidth);
|
|
|
|
if (this._mc.startX < 0)
|
|
{
|
|
this._mc.startX = 0;
|
|
}
|
|
|
|
if (this._mc.startX + this._mc.maxX > this.layer.width)
|
|
{
|
|
this._mc.startX = this.layer.width - this._mc.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._mc.y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value !== this._mc.y && value >= 0 && this.layer.heightInPixels > this.height)
|
|
{
|
|
this._mc.y = value;
|
|
|
|
if (this._mc.y > (this.layer.heightInPixels - this.height))
|
|
{
|
|
this._mc.y = this.layer.heightInPixels - this.height;
|
|
}
|
|
|
|
this._mc.startY = this.game.math.floor(this._mc.y / this.map.tileHeight);
|
|
|
|
if (this._mc.startY < 0)
|
|
{
|
|
this._mc.startY = 0;
|
|
}
|
|
|
|
if (this._mc.startY + this._mc.maxY > this.layer.height)
|
|
{
|
|
this._mc.startY = this.layer.height - this._mc.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._mc.cw;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._mc.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._mc.ch;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._mc.ch = value;
|
|
|
|
this.dirty = true;
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
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</div>
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<div class="clearfix"></div>
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<footer>
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|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
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<br />
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<span class="jsdoc-message">
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|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Mar 28 2014 01:41:23 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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