mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
1336 lines
37 KiB
JavaScript
1336 lines
37 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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 TilemapLayer is a Phaser.Image/Sprite that renders a specific TileLayer of a Tilemap.
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*
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* Since a TilemapLayer is a Sprite it can be moved around the display, added to other groups or display objects, etc.
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*
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* By default TilemapLayers have fixedToCamera set to `true`. Changing this will break Camera follow and scrolling behavior.
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*
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* @class Phaser.TilemapLayer
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* @extends Phaser.Sprite
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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 {integer} index - The index of the TileLayer to render within the Tilemap.
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* @param {integer} width - Width of the renderable area of the layer (in pixels).
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* @param {integer} height - Height of the renderable area of the layer (in pixels).
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*/
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Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
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width |= 0;
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height |= 0;
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Phaser.GameObject.Sprite.call(this, game, 0, 0);
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/**
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* The Tilemap to which this layer is bound.
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* @property {Phaser.Tilemap} map
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* @protected
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* @readonly
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*/
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this.map = tilemap;
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/**
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* The index of this layer within the Tilemap.
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* @property {number} index
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* @protected
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* @readonly
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*/
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this.index = index;
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/**
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* The layer object within the Tilemap that this layer represents.
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* @property {object} layer
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* @protected
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* @readonly
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*/
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this.layer = tilemap.layers[index];
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/**
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* The canvas to which this TilemapLayer draws.
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* @property {HTMLCanvasElement} canvas
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* @protected
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*/
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this.canvas = Phaser.CanvasPool.create(this, width, height);
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/**
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* The 2d context of the canvas.
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* @property {CanvasRenderingContext2D} context
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* @private
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*/
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this.context = this.canvas.getContext('2d');
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this.setTexture(new PIXI.Texture(new PIXI.BaseTexture(this.canvas)));
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/**
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* The const type of this object.
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* @property {number} type
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* @readonly
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* @protected
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* @default Phaser.TILEMAPLAYER
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*/
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this.type = Phaser.TILEMAPLAYER;
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.TILEMAPLAYER;
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/**
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* Settings that control standard (non-diagnostic) rendering.
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*
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* @property {boolean} [enableScrollDelta=true] - Delta scroll rendering only draws tiles/edges as they come into view.
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* This can greatly improve scrolling rendering performance, especially when there are many small tiles.
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* It should only be disabled in rare cases.
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*
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* @property {?DOMCanvasElement} [copyCanvas=(auto)] - [Internal] If set, force using a separate (shared) copy canvas.
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* Using a canvas bitblt/copy when the source and destinations region overlap produces unexpected behavior
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* in some browsers, notably Safari.
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*
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* @default
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*/
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this.renderSettings = {
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enableScrollDelta: false,
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overdrawRatio: 0.20,
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copyCanvas: null
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};
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/**
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* Enable an additional "debug rendering" pass to display collision information.
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*
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* @property {boolean} debug
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* @default
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*/
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this.debug = false;
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/**
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* @property {boolean} exists - Controls if the core game loop and physics update this game object or not.
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*/
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this.exists = true;
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/**
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* Settings used for debugging and diagnostics.
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*
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* @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._
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*
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* @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._
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*
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* @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.
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*
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* @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.
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*
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* @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.
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*
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* @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.
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*
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*/
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this.debugSettings = {
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missingImageFill: 'rgb(255,255,255)',
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debuggedTileOverfill: 'rgba(0,255,0,0.4)',
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forceFullRedraw: true,
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debugAlpha: 0.5,
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facingEdgeStroke: 'rgba(0,255,0,1)',
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collidingTileOverfill: 'rgba(0,255,0,0.2)'
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};
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/**
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* 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).
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* @property {number} scrollFactorX
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* @public
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* @default
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*/
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this.scrollFactorX = 1;
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/**
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* 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)
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* @property {number} scrollFactorY
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* @public
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* @default
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*/
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this.scrollFactorY = 1;
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/**
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* If true tiles will be force rendered, even if such is not believed to be required.
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* @property {boolean} dirty
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* @protected
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*/
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this.dirty = true;
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/**
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* 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.
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* @property {integer} rayStepRate
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* @default
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*/
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this.rayStepRate = 4;
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/**
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* Flag controlling if the layer tiles wrap at the edges.
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* @property {boolean} _wrap
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* @private
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*/
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this._wrap = false;
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/**
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* Local map data and calculation cache.
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* @property {object} _mc
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* @private
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*/
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this._mc = {
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// Used to bypass rendering without reliance on `dirty` and detect changes.
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scrollX: 0,
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scrollY: 0,
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renderWidth: 0,
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renderHeight: 0,
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tileWidth: tilemap.tileWidth,
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tileHeight: tilemap.tileHeight,
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// Collision width/height (pixels)
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// What purpose do these have? Most things use tile width/height directly.
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// This also only extends collisions right and down.
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cw: tilemap.tileWidth,
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ch: tilemap.tileHeight,
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// Cached tilesets from index -> Tileset
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tilesets: []
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};
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/**
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* The current canvas left after scroll is applied.
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* @property {number} _scrollX
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* @private
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*/
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this._scrollX = 0;
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/**
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* The current canvas top after scroll is applied.
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* @propety {number} _scrollY
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* @private
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*/
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this._scrollY = 0;
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/**
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* Used for caching the tiles / array of tiles.
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* @property {Phaser.Tile[]} _results
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* @private
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*/
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this._results = [];
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if (!game.device.canvasBitBltShift)
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{
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this.renderSettings.copyCanvas = Phaser.TilemapLayer.ensureSharedCopyCanvas();
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}
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this.fixedToCamera = true;
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};
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Phaser.TilemapLayer.prototype = Object.create(Phaser.GameObject.Sprite.prototype);
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Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
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Phaser.TilemapLayer.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
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* The shared double-copy canvas, created as needed.
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*
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* @private
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* @static
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*/
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Phaser.TilemapLayer.sharedCopyCanvas = null;
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/**
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* Create if needed (and return) a shared copy canvas that is shared across all TilemapLayers.
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*
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* Code that uses the canvas is responsible to ensure the dimensions and save/restore state as appropriate.
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*
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* @method Phaser.TilemapLayer#ensureSharedCopyCanvas
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* @protected
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* @static
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*/
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Phaser.TilemapLayer.ensureSharedCopyCanvas = function () {
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if (!this.sharedCopyCanvas)
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{
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this.sharedCopyCanvas = Phaser.CanvasPool.create(this, 2, 2);
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}
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return this.sharedCopyCanvas;
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};
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.TilemapLayer#preUpdate
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*/
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Phaser.TilemapLayer.prototype.preUpdate = function() {
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return this.preUpdateCore();
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};
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/**
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* Automatically called by World.postUpdate. Handles cache updates.
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*
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* @method Phaser.TilemapLayer#postUpdate
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* @protected
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*/
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Phaser.TilemapLayer.prototype.postUpdate = function () {
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if (this.fixedToCamera)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
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this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
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};
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/**
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* Automatically called by the Canvas Renderer.
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* Overrides the Sprite._renderCanvas function.
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*
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* @method Phaser.TilemapLayer#_renderCanvas
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* @private
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*/
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Phaser.TilemapLayer.prototype._renderCanvas = function (renderSession) {
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if (this.fixedToCamera)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
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this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
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this.render();
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PIXI.Sprite.prototype._renderCanvas.call(this, renderSession);
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};
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/**
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* Automatically called by the Canvas Renderer.
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* Overrides the Sprite._renderWebGL function.
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*
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* @method Phaser.TilemapLayer#_renderWebGL
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* @private
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*/
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Phaser.TilemapLayer.prototype._renderWebGL = function (renderSession) {
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if (this.fixedToCamera)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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this._scrollX = this.game.camera.view.x * this.scrollFactorX / this.scale.x;
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this._scrollY = this.game.camera.view.y * this.scrollFactorY / this.scale.y;
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this.render();
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PIXI.Sprite.prototype._renderWebGL.call(this, renderSession);
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};
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/**
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* Destroys this TilemapLayer.
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*
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* @method Phaser.TilemapLayer#destroy
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*/
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Phaser.TilemapLayer.prototype.destroy = function() {
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Phaser.CanvasPool.remove(this);
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Phaser.Component.Destroy.prototype.destroy.call(this);
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};
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/**
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* Resizes the internal canvas and texture frame used by this TilemapLayer.
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*
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* This is an expensive call, so don't bind it to a window resize event! But instead call it at carefully
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* selected times.
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*
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* Be aware that no validation of the new sizes takes place and the current map scroll coordinates are not
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* modified either. You will have to handle both of these things from your game code if required.
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*
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* @method Phaser.TilemapLayer#resize
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* @param {number} width - The new width of the TilemapLayer
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* @param {number} height - The new height of the TilemapLayer
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*/
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Phaser.TilemapLayer.prototype.resize = function (width, height) {
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this.canvas.width = width;
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this.canvas.height = height;
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this.texture.frame.resize(width, height);
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this.texture.width = width;
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this.texture.height = height;
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this.texture.crop.width = width;
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this.texture.crop.height = height;
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this.texture.baseTexture.width = width;
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this.texture.baseTexture.height = height;
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this.texture.baseTexture.dirty();
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// this.texture.requiresUpdate = true;
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this.texture._updateUvs();
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this.dirty = true;
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};
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/**
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* Sets the world size to match the size of this layer.
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*
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* @method Phaser.TilemapLayer#resizeWorld
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* @public
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*/
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Phaser.TilemapLayer.prototype.resizeWorld = function () {
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this.game.world.setBounds(0, 0, this.layer.widthInPixels * this.scale.x, this.layer.heightInPixels * this.scale.y);
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};
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/**
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* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it into a scrolled local space.
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*
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* @method Phaser.TilemapLayer#_fixX
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* @private
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* @param {number} x - x coordinate in camera space
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* @return {number} x coordinate in scrollFactor-adjusted dimensions
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*/
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Phaser.TilemapLayer.prototype._fixX = function (x) {
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if (this.scrollFactorX === 1 || (this.scrollFactorX === 0 && this.position.x === 0))
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{
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return x;
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}
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// This executes if the scrollFactorX is 0 and the x position of the tilemap is off from standard.
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if (this.scrollFactorX === 0 && this.position.x !== 0)
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{
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return x - this.position.x;
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}
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return this._scrollX + (x - (this._scrollX / this.scrollFactorX));
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};
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/**
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* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it back to camera space.
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*
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* @method Phaser.TilemapLayer#_unfixX
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* @private
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* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
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* @return {number} x coordinate in camera space
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*/
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Phaser.TilemapLayer.prototype._unfixX = function (x) {
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if (this.scrollFactorX === 1)
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{
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return x;
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}
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return (this._scrollX / this.scrollFactorX) + (x - this._scrollX);
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};
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/**
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* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it into a scrolled local space.
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*
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* @method Phaser.TilemapLayer#_fixY
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* @private
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* @param {number} y - y coordinate in camera space
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* @return {number} y coordinate in scrollFactor-adjusted dimensions
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*/
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Phaser.TilemapLayer.prototype._fixY = function (y) {
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if (this.scrollFactorY === 1 || (this.scrollFactorY === 0 && this.position.y === 0))
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{
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return y;
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}
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// This executes if the scrollFactorY is 0 and the y position of the tilemap is off from standard.
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if (this.scrollFactorY === 0 && this.position.y !== 0)
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{
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return y - this.position.y;
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}
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return this._scrollY + (y - (this._scrollY / this.scrollFactorY));
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};
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/**
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* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it back to camera space.
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*
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* @method Phaser.TilemapLayer#_unfixY
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* @private
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* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
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* @return {number} y coordinate in camera space
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*/
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Phaser.TilemapLayer.prototype._unfixY = function (y) {
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if (this.scrollFactorY === 1)
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{
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return y;
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}
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return (this._scrollY / this.scrollFactorY) + (y - this._scrollY);
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};
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/**
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* Convert a pixel value to a tile coordinate.
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*
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* @method Phaser.TilemapLayer#getTileX
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* @public
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* @param {number} x - X position of the point in target tile (in pixels).
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* @return {integer} The X map location of the tile.
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*/
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Phaser.TilemapLayer.prototype.getTileX = function (x) {
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// var tileWidth = this.tileWidth * this.scale.x;
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return Math.floor(this._fixX(x) / this._mc.tileWidth);
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};
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/**
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* Convert a pixel value to a tile coordinate.
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*
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* @method Phaser.TilemapLayer#getTileY
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* @public
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* @param {number} y - Y position of the point in target tile (in pixels).
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* @return {integer} The Y map location of the tile.
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*/
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Phaser.TilemapLayer.prototype.getTileY = function (y) {
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// var tileHeight = this.tileHeight * this.scale.y;
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return Math.floor(this._fixY(y) / this._mc.tileHeight);
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};
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/**
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* Convert a pixel coordinate to a tile coordinate.
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*
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* @method Phaser.TilemapLayer#getTileXY
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* @public
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* @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 (collides === undefined) { collides = false; }
|
|
if (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 < tiles.length; i++)
|
|
{
|
|
for (var t = 0; t < 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<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 (collides === undefined) { collides = false; }
|
|
if (interestingFace === undefined) { interestingFace = false; }
|
|
|
|
var fetchAll = !(collides || interestingFace);
|
|
|
|
// Adjust the x,y coordinates for scrollFactor
|
|
x = this._fixX(x);
|
|
y = this._fixY(y);
|
|
|
|
// Convert the pixel values into tile coordinates
|
|
var tx = Math.floor(x / (this._mc.cw * this.scale.x));
|
|
var ty = Math.floor(y / (this._mc.ch * this.scale.y));
|
|
// 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 * this.scale.x)) - tx;
|
|
var th = Math.ceil((y + height) / (this._mc.ch * this.scale.y)) - ty;
|
|
|
|
while (this._results.length)
|
|
{
|
|
this._results.pop();
|
|
}
|
|
|
|
for (var wy = ty; wy < ty + th; wy++)
|
|
{
|
|
for (var wx = tx; wx < 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.slice();
|
|
|
|
};
|
|
|
|
/**
|
|
* 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 < 2000)
|
|
{
|
|
while (tilesets.length < tileIndex)
|
|
{
|
|
tilesets.push(undefined);
|
|
}
|
|
}
|
|
|
|
var setIndex = this.map.tiles[tileIndex] && this.map.tiles[tileIndex][2];
|
|
|
|
if (setIndex !== null)
|
|
{
|
|
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();
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* This method will set the scale of the tilemap as well as update the underlying block data of this layer.
|
|
*
|
|
* @method Phaser.TilemapLayer#setScale
|
|
* @param {number} [xScale=1] - The scale factor along the X-plane
|
|
* @param {number} [yScale] - The scale factor along the Y-plane
|
|
*/
|
|
Phaser.TilemapLayer.prototype.setScale = function (xScale, yScale) {
|
|
|
|
xScale = xScale || 1;
|
|
yScale = yScale || xScale;
|
|
|
|
for (var y = 0; y < this.layer.data.length; y++)
|
|
{
|
|
var row = this.layer.data[y];
|
|
|
|
for (var x = 0; x < row.length; x++)
|
|
{
|
|
var tile = row[x];
|
|
|
|
tile.width = this.map.tileWidth * xScale;
|
|
tile.height = this.map.tileHeight * yScale;
|
|
|
|
tile.worldX = tile.x * tile.width;
|
|
tile.worldY = tile.y * tile.height;
|
|
}
|
|
}
|
|
|
|
this.scale.setTo(xScale, yScale);
|
|
|
|
};
|
|
|
|
/**
|
|
* 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 and the newly exposed canvas area will need to be filled in.
|
|
*
|
|
* @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 < 0)
|
|
{
|
|
dx = -x;
|
|
sx = 0;
|
|
}
|
|
|
|
if (y < 0)
|
|
{
|
|
dy = -y;
|
|
sy = 0;
|
|
}
|
|
|
|
var copyCanvas = this.renderSettings.copyCanvas;
|
|
|
|
if (copyCanvas)
|
|
{
|
|
// Use a second copy buffer, without slice support, for Safari .. again.
|
|
// Ensure copy canvas is large enough
|
|
if (copyCanvas.width < copyW || copyCanvas.height < copyH)
|
|
{
|
|
copyCanvas.width = copyW;
|
|
copyCanvas.height = copyH;
|
|
}
|
|
|
|
var copyContext = copyCanvas.getContext('2d');
|
|
copyContext.clearRect(0, 0, copyW, copyH);
|
|
copyContext.drawImage(canvas, dx, dy, copyW, copyH, 0, 0, copyW, copyH);
|
|
// clear allows default 'source-over' semantics
|
|
context.clearRect(sx, sy, copyW, copyH);
|
|
context.drawImage(copyCanvas, 0, 0, copyW, copyH, sx, sy, copyW, copyH);
|
|
}
|
|
else
|
|
{
|
|
// Avoids a second copy but flickers in Safari / Safari Mobile
|
|
// Ref. https://github.com/photonstorm/phaser/issues/1439
|
|
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 <= right) // Only adjust if going to render
|
|
{
|
|
left = Math.max(0, left);
|
|
right = Math.min(width - 1, right);
|
|
}
|
|
if (top <= 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 << 20) * width)) % width;
|
|
var normStartY = (top + ((1 << 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;
|
|
|
|
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 < 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)
|
|
{
|
|
if (tile.rotation || tile.flipped)
|
|
{
|
|
context.save();
|
|
context.translate(tx + tile.centerX, ty + tile.centerY);
|
|
context.rotate(tile.rotation);
|
|
|
|
if (tile.flipped)
|
|
{
|
|
context.scale(-1, 1);
|
|
}
|
|
|
|
set.draw(context, -tile.centerX, -tile.centerY, index);
|
|
context.restore();
|
|
}
|
|
else
|
|
{
|
|
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 <= x <= right` OR `top <= y <= 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 < 0) // layer moving left, damage right
|
|
{
|
|
left = renderW + shiftX; // shiftX neg.
|
|
right = renderW - 1;
|
|
}
|
|
else if (shiftX > 0)
|
|
{
|
|
// left -> 0
|
|
right = shiftX;
|
|
}
|
|
|
|
if (shiftY < 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 <= 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 <= 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;
|
|
}
|
|
|
|
this.context.save();
|
|
|
|
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)) < 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.texture.baseTexture.dirty();
|
|
|
|
this.dirty = false;
|
|
|
|
this.context.restore();
|
|
|
|
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 << 20) * width)) % width;
|
|
var normStartY = (top + ((1 << 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 < 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.closePath();
|
|
|
|
context.stroke();
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
});
|