phaser/src/tilemaps/components/CreateFromTiles.js
2018-02-12 16:01:21 +00:00

81 lines
3.1 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var TileToWorldX = require('./TileToWorldX');
var TileToWorldY = require('./TileToWorldY');
var GetTilesWithin = require('./GetTilesWithin');
var ReplaceByIndex = require('./ReplaceByIndex');
/**
* Creates a Sprite for every object matching the given tile indexes in the layer. You can
* optionally specify if each tile will be replaced with a new tile after the Sprite has been
* created. This is useful if you want to lay down special tiles in a level that are converted to
* Sprites, but want to replace the tile itself with a floor tile or similar once converted.
*
* @function Phaser.Tilemaps.Components.CreateFromTiles
* @since 3.0.0
*
* @param {integer|array} indexes - The tile index, or array of indexes, to create Sprites from.
* @param {integer|array} replacements - The tile index, or array of indexes, to change a converted
* tile to. Set to `null` to leave the tiles unchanged. If an array is given, it is assumed to be a
* one-to-one mapping with the indexes array.
* @param {object} spriteConfig - The config object to pass into the Sprite creator (i.e.
* scene.make.sprite).
* @param {Phaser.Scene} [scene=scene the map is within] - The Scene to create the Sprites within.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when determining the world XY
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
*/
var CreateFromTiles = function (indexes, replacements, spriteConfig, scene, camera, layer)
{
if (spriteConfig === undefined) { spriteConfig = {}; }
if (!Array.isArray(indexes)) { indexes = [ indexes ]; }
var tilemapLayer = layer.tilemapLayer;
if (scene === undefined) { scene = tilemapLayer.scene; }
if (camera === undefined) { camera = scene.cameras.main; }
var tiles = GetTilesWithin(0, 0, layer.width, layer.height, null, layer);
var sprites = [];
var i;
for (i = 0; i < tiles.length; i++)
{
var tile = tiles[i];
if (indexes.indexOf(tile.index) !== -1)
{
spriteConfig.x = TileToWorldX(tile.x, camera, layer);
spriteConfig.y = TileToWorldY(tile.y, camera, layer);
var sprite = scene.make.sprite(spriteConfig);
sprites.push(sprite);
}
}
if (typeof replacements === 'number')
{
// Assume 1 replacement for all types of tile given
for (i = 0; i < indexes.length; i++)
{
ReplaceByIndex(indexes[i], replacements, 0, 0, layer.width, layer.height, layer);
}
}
else if (Array.isArray(replacements))
{
// Assume 1 to 1 mapping with indexes array
for (i = 0; i < indexes.length; i++)
{
ReplaceByIndex(indexes[i], replacements[i], 0, 0, layer.width, layer.height, layer);
}
}
return sprites;
};
module.exports = CreateFromTiles;