mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
487 lines
No EOL
15 KiB
TypeScript
487 lines
No EOL
15 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../components/TilemapLayer.ts" />
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/// <reference path="../components/Tile.ts" />
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/**
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* Phaser - Tilemap
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*
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* This GameObject allows for the display of a tilemap within the game world. Tile maps consist of an image, tile data and a size.
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* Internally it creates a TilemapLayer for each layer in the tilemap.
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*/
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module Phaser {
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export class Tilemap {
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/**
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* Tilemap constructor
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* Create a new <code>Tilemap</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param key {string} Asset key for this map.
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* @param mapData {string} Data of this map. (a big 2d array, normally in csv)
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* @param format {number} Format of this map data, available: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @param resizeWorld {boolean} Resize the world bound automatically based on this tilemap?
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* @param tileWidth {number} Width of tiles in this map.
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* @param tileHeight {number} Height of tiles in this map.
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*/
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constructor(game: Game, key: string, mapData: string, format: number, resizeWorld: bool = true, tileWidth?: number = 0, tileHeight?: number = 0) {
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this.game = game;
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this.type = Phaser.Types.TILEMAP;
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this.exists = true;
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this.active = true;
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this.visible = true;
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this.alive = true;
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this.tiles = [];
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this.layers = [];
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this.cameraBlacklist = [];
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this.mapFormat = format;
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switch (format)
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{
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case Tilemap.FORMAT_CSV:
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this.parseCSV(game.cache.getText(mapData), key, tileWidth, tileHeight);
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break;
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case Tilemap.FORMAT_TILED_JSON:
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this.parseTiledJSON(game.cache.getText(mapData), key);
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break;
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}
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if (this.currentLayer && resizeWorld)
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{
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this.game.world.setSize(this.currentLayer.widthInPixels, this.currentLayer.heightInPixels, true);
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}
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}
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private _tempCollisionData;
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/**
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* Reference to the main game object
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*/
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public game: Game;
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/**
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* The type of game object.
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*/
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public type: number;
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/**
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* Controls if both <code>update</code> and render are called by the core game loop.
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*/
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public exists: bool;
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/**
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* Controls if <code>update()</code> is automatically called by the core game loop.
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*/
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public active: bool;
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/**
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* Controls if this Sprite is rendered or skipped during the core game loop.
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*/
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public visible: bool;
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/**
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*
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*/
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public alive: bool;
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/**
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* Tilemap data format enum: CSV.
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* @type {number}
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*/
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public static FORMAT_CSV: number = 0;
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/**
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* Tilemap data format enum: Tiled JSON.
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* @type {number}
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*/
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public static FORMAT_TILED_JSON: number = 1;
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/**
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* Array contains tile objects of this map.
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* @type {Tile[]}
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*/
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public tiles : Tile[];
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/**
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* Array contains tilemap layer objects of this map.
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* @type {TilemapLayer[]}
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*/
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public layers : TilemapLayer[];
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/**
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* Current tilemap layer.
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* @type {TilemapLayer}
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*/
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public currentLayer: TilemapLayer;
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/**
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* The tilemap layer for collision.
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* @type {TilemapLayer}
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*/
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public collisionLayer: TilemapLayer;
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/**
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* Tilemap collision callback.
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* @type {function}
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*/
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public collisionCallback = null;
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/**
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* Context for the collision callback called with.
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*/
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public collisionCallbackContext;
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/**
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* Format of this tilemap data. Available values: Tilemap.FORMAT_CSV or Tilemap.FORMAT_TILED_JSON.
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* @type {number}
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*/
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public mapFormat: number;
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/**
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* An Array of Cameras to which this GameObject won't render
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* @type {Array}
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*/
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public cameraBlacklist: number[];
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/**
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* Inherited update method.
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*/
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public update() {
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}
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/**
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* Render this tilemap to a specific camera with specific offset.
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* @param camera {Camera} The camera this tilemap will be rendered to.
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* @param cameraOffsetX {number} X offset of the camera.
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* @param cameraOffsetY {number} Y offset of the camera.
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*/
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public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number) {
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if (this.cameraBlacklist.indexOf(camera.ID) == -1)
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{
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// Loop through the layers
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for (var i = 0; i < this.layers.length; i++)
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{
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this.layers[i].render(camera, cameraOffsetX, cameraOffsetY);
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}
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}
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}
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/**
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* Parset csv map data and generate tiles.
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* @param data {string} CSV map data.
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* @param key {string} Asset key for tileset image.
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* @param tileWidth {number} Width of its tile.
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* @param tileHeight {number} Height of its tile.
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*/
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private parseCSV(data: string, key: string, tileWidth: number, tileHeight: number) {
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var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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// Trim any rogue whitespace from the data
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data = data.trim();
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var rows = data.split("\n");
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for (var i = 0; i < rows.length; i++)
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{
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var column = rows[i].split(",");
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if (column.length > 0)
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{
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layer.addColumn(column);
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}
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}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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this.generateTiles(tileQuantity);
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}
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/**
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* Parse JSON map data and generate tiles.
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* @param data {string} JSON map data.
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* @param key {string} Asset key for tileset image.
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*/
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private parseTiledJSON(data: string, key: string) {
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// Trim any rogue whitespace from the data
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data = data.trim();
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var json = JSON.parse(data);
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for (var i = 0; i < json.layers.length; i++)
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{
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var layer: TilemapLayer = new TilemapLayer(this.game, this, key, Tilemap.FORMAT_TILED_JSON, json.layers[i].name, json.tilewidth, json.tileheight);
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layer.alpha = json.layers[i].opacity;
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layer.visible = json.layers[i].visible;
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layer.tileMargin = json.tilesets[0].margin;
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layer.tileSpacing = json.tilesets[0].spacing;
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var c = 0;
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var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
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if (c == 0)
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{
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
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{
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layer.addColumn(row);
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c = 0;
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}
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}
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layer.updateBounds();
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var tileQuantity = layer.parseTileOffsets();
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this.currentLayer = layer;
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this.collisionLayer = layer;
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this.layers.push(layer);
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}
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this.generateTiles(tileQuantity);
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}
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/**
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* Create tiles of given quantity.
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* @param qty {number} Quentity of tiles to be generated.
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*/
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private generateTiles(qty:number) {
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for (var i = 0; i < qty; i++)
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{
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this.tiles.push(new Tile(this.game, this, i, this.currentLayer.tileWidth, this.currentLayer.tileHeight));
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}
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}
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public get widthInPixels(): number {
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return this.currentLayer.widthInPixels;
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}
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public get heightInPixels(): number {
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return this.currentLayer.heightInPixels;
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}
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// Tile Collision
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/**
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* Set callback to be called when this tilemap collides.
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* @param context {object} Callback will be called with this context.
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* @param callback {function} Callback function.
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*/
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public setCollisionCallback(context, callback) {
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this.collisionCallbackContext = context;
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this.collisionCallback = callback;
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}
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/**
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* Set collision configs of tiles in a range index.
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* @param start {number} First index of tiles.
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* @param end {number} Last index of tiles.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {boolean} Reset collision flags before set.
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* @param separateX {boolean} Enable seprate at x-axis.
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* @param separateY {boolean} Enable seprate at y-axis.
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*/
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public setCollisionRange(start: number, end: number, collision?:number = Types.ANY, resetCollisions?: bool = false, separateX?: bool = true, separateY?: bool = true) {
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for (var i = start; i < end; i++)
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{
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this.tiles[i].setCollision(collision, resetCollisions, separateX, separateY);
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}
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}
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/**
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* Set collision configs of tiles with given index.
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* @param values {number[]} Index array which contains all tile indexes. The tiles with those indexes will be setup with rest parameters.
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* @param collision {number} Bit field of flags. (see Tile.allowCollision)
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* @param resetCollisions {boolean} Reset collision flags before set.
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* @param separateX {boolean} Enable seprate at x-axis.
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* @param separateY {boolean} Enable seprate at y-axis.
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*/
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public setCollisionByIndex(values:number[], collision?:number = Types.ANY, resetCollisions?: bool = false, separateX?: bool = true, separateY?: bool = true) {
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for (var i = 0; i < values.length; i++)
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{
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this.tiles[values[i]].setCollision(collision, resetCollisions, separateX, separateY);
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}
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}
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// Tile Management
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/**
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* Get the tile by its index.
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* @param value {number} Index of the tile you want to get.
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* @return {Tile} The tile with given index.
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*/
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public getTileByIndex(value: number):Tile {
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if (this.tiles[value])
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{
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return this.tiles[value];
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}
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return null;
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}
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/**
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* Get the tile located at specific position and layer.
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* @param x {number} X position of this tile located.
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* @param y {number} Y position of this tile located.
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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public getTile(x: number, y: number, layer?: number = 0):Tile {
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return this.tiles[this.layers[layer].getTileIndex(x, y)];
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}
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/**
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* Get the tile located at specific position (in world coordinate) and layer. (thus you give a position of a point which is within the tile)
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* @param x {number} X position of the point in target tile.
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* @param x {number} Y position of the point in target tile.
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* @param [layer] {number} layer of this tile located.
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* @return {Tile} The tile with specific properties.
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*/
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public getTileFromWorldXY(x: number, y: number, layer?: number = 0):Tile {
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return this.tiles[this.layers[layer].getTileFromWorldXY(x, y)];
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}
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/**
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* Gets the tile underneath the Input.x/y position
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* @param layer The layer to check, defaults to 0
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* @returns {Tile}
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*/
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public getTileFromInputXY(layer?: number = 0):Tile {
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return this.tiles[this.layers[layer].getTileFromWorldXY(this.game.input.getWorldX(), this.game.input.getWorldY())];
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}
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/**
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* Get tiles overlaps the given object.
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* @param object {GameObject} Tiles you want to get that overlaps this.
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* @return {array} Array with tiles information. (Each contains x, y and the tile.)
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*/
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public getTileOverlaps(object: Sprite) {
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return this.currentLayer.getTileOverlaps(object);
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}
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// COLLIDE
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/**
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* Check whether this tilemap collides with the given game object or group of objects.
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* @param objectOrGroup {function} Target object of group you want to check.
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* @param callback {function} This is called if objectOrGroup collides the tilemap.
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* @param context {object} Callback will be called with this context.
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* @return {boolean} Return true if this collides with given object, otherwise return false.
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*/
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public collide(objectOrGroup = null, callback = null, context = null) {
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if (callback !== null && context !== null)
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{
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this.collisionCallback = callback;
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this.collisionCallbackContext = context;
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}
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if (objectOrGroup == null)
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{
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objectOrGroup = this.game.world.group;
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}
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// Group?
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if (objectOrGroup.isGroup == false)
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{
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this.collideGameObject(objectOrGroup);
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}
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else
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{
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objectOrGroup.forEachAlive(this, this.collideGameObject, true);
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}
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}
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/**
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* Check whether this tilemap collides with the given game object.
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* @param object {GameObject} Target object you want to check.
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* @return {boolean} Return true if this collides with given object, otherwise return false.
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*/
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public collideGameObject(object: Sprite): bool {
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if (object.body.type == Types.BODY_DYNAMIC && object.exists == true && object.body.allowCollisions != Types.NONE)
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{
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this._tempCollisionData = this.collisionLayer.getTileOverlaps(object);
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if (this.collisionCallback !== null && this._tempCollisionData.length > 0)
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{
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this.collisionCallback.call(this.collisionCallbackContext, object, this._tempCollisionData);
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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/**
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* Set a tile to a specific layer.
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* @param x {number} X position of this tile.
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* @param y {number} Y position of this tile.
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* @param index {number} The index of this tile type in the core map data.
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* @param [layer] {number} which layer you want to set the tile to.
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*/
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public putTile(x: number, y: number, index: number, layer?: number = 0) {
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this.layers[layer].putTile(x, y, index);
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}
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// Set current layer
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// Set layer order?
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// Delete tiles of certain type
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// Erase tiles
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}
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} |