mirror of
https://github.com/photonstorm/phaser
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407 lines
10 KiB
JavaScript
407 lines
10 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 Tile is a representation of a single tile within the Tilemap.
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*
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* @class Phaser.Tile
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* @constructor
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* @param {object} layer - The layer in the Tilemap data that this tile belongs to.
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* @param {number} index - The index of this tile type in the core map data.
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* @param {number} x - The x coordinate of this tile.
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* @param {number} y - The y coordinate of this tile.
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* @param {number} width - Width of the tile.
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* @param {number} height - Height of the tile.
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*/
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Phaser.Tile = function (layer, index, x, y, width, height) {
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/**
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* @property {object} layer - The layer in the Tilemap data that this tile belongs to.
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*/
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this.layer = layer;
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/**
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* @property {number} index - The index of this tile within the map data corresponding to the tileset, or -1 if this represents a blank/null tile.
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*/
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this.index = index;
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/**
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* @property {number} x - The x map coordinate of this tile.
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*/
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this.x = x;
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/**
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* @property {number} y - The y map coordinate of this tile.
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*/
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this.y = y;
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/**
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* @property {number} rotation - The rotation angle of this tile.
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*/
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this.rotation = 0;
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/**
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* @property {boolean} flipped - Whether this tile is flipped (mirrored) or not.
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*/
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this.flipped = false;
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/**
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* @property {number} x - The x map coordinate of this tile.
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*/
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this.worldX = x * width;
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/**
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* @property {number} y - The y map coordinate of this tile.
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*/
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this.worldY = y * height;
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/**
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* @property {number} width - The width of the tile in pixels.
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*/
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this.width = width;
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/**
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* @property {number} height - The height of the tile in pixels.
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*/
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this.height = height;
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/**
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* @property {number} width - The width of the tile in pixels.
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*/
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this.centerX = Math.abs(width / 2);
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/**
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* @property {number} height - The height of the tile in pixels.
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*/
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this.centerY = Math.abs(height / 2);
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/**
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* @property {number} alpha - The alpha value at which this tile is drawn to the canvas.
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*/
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this.alpha = 1;
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/**
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* @property {object} properties - Tile specific properties.
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*/
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this.properties = {};
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/**
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* @property {boolean} scanned - Has this tile been walked / turned into a poly?
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*/
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this.scanned = false;
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/**
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* @property {boolean} faceTop - Is the top of this tile an interesting edge?
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*/
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this.faceTop = false;
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/**
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* @property {boolean} faceBottom - Is the bottom of this tile an interesting edge?
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*/
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this.faceBottom = false;
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/**
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* @property {boolean} faceLeft - Is the left of this tile an interesting edge?
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*/
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this.faceLeft = false;
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/**
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* @property {boolean} faceRight - Is the right of this tile an interesting edge?
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*/
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this.faceRight = false;
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/**
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* @property {boolean} collideLeft - Indicating collide with any object on the left.
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* @default
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*/
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this.collideLeft = false;
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/**
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* @property {boolean} collideRight - Indicating collide with any object on the right.
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* @default
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*/
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this.collideRight = false;
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/**
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* @property {boolean} collideUp - Indicating collide with any object on the top.
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* @default
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*/
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this.collideUp = false;
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/**
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* @property {boolean} collideDown - Indicating collide with any object on the bottom.
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* @default
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*/
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this.collideDown = false;
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/**
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* @property {function} collisionCallback - Tile collision callback.
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* @default
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*/
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this.collisionCallback = null;
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/**
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* @property {object} collisionCallbackContext - The context in which the collision callback will be called.
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* @default
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*/
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this.collisionCallbackContext = this;
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};
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Phaser.Tile.prototype = {
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/**
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* Check if the given x and y world coordinates are within this Tile.
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*
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* @method Phaser.Tile#containsPoint
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* @param {number} x - The x coordinate to test.
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* @param {number} y - The y coordinate to test.
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* @return {boolean} True if the coordinates are within this Tile, otherwise false.
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*/
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containsPoint: function (x, y) {
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return !(x < this.worldX || y < this.worldY || x > this.right || y > this.bottom);
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},
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/**
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* Check for intersection with this tile.
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*
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* @method Phaser.Tile#intersects
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* @param {number} x - The x axis in pixels.
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* @param {number} y - The y axis in pixels.
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* @param {number} right - The right point.
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* @param {number} bottom - The bottom point.
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*/
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intersects: function (x, y, right, bottom) {
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if (right <= this.worldX)
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{
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return false;
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}
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if (bottom <= this.worldY)
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{
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return false;
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}
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if (x >= this.worldX + this.width)
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{
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return false;
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}
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if (y >= this.worldY + this.height)
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{
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return false;
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}
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return true;
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},
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/**
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* Set a callback to be called when this tile is hit by an object.
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* The callback must true true for collision processing to take place.
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*
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* @method Phaser.Tile#setCollisionCallback
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* @param {function} callback - Callback function.
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* @param {object} context - Callback will be called within this context.
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*/
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setCollisionCallback: function (callback, context) {
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this.collisionCallback = callback;
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this.collisionCallbackContext = context;
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},
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/**
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* Clean up memory.
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*
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* @method Phaser.Tile#destroy
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*/
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destroy: function () {
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this.collisionCallback = null;
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this.collisionCallbackContext = null;
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this.properties = null;
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},
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/**
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* Sets the collision flags for each side of this tile and updates the interesting faces list.
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*
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* @method Phaser.Tile#setCollision
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* @param {boolean} left - Indicating collide with any object on the left.
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* @param {boolean} right - Indicating collide with any object on the right.
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* @param {boolean} up - Indicating collide with any object on the top.
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* @param {boolean} down - Indicating collide with any object on the bottom.
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*/
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setCollision: function (left, right, up, down) {
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this.collideLeft = left;
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this.collideRight = right;
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this.collideUp = up;
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this.collideDown = down;
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this.faceLeft = left;
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this.faceRight = right;
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this.faceTop = up;
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this.faceBottom = down;
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},
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/**
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* Reset collision status flags.
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*
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* @method Phaser.Tile#resetCollision
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*/
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resetCollision: function () {
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this.collideLeft = false;
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this.collideRight = false;
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this.collideUp = false;
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this.collideDown = false;
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this.faceTop = false;
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this.faceBottom = false;
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this.faceLeft = false;
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this.faceRight = false;
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},
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/**
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* Is this tile interesting?
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*
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* @method Phaser.Tile#isInteresting
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* @param {boolean} collides - If true will check any collides value.
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* @param {boolean} faces - If true will check any face value.
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* @return {boolean} True if the Tile is interesting, otherwise false.
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*/
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isInteresting: function (collides, faces) {
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if (collides && faces)
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{
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// Does this tile have any collide flags OR interesting face?
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return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.faceTop || this.faceBottom || this.faceLeft || this.faceRight || this.collisionCallback);
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}
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else if (collides)
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{
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// Does this tile collide?
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return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);
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}
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else if (faces)
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{
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// Does this tile have an interesting face?
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return (this.faceTop || this.faceBottom || this.faceLeft || this.faceRight);
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}
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return false;
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},
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/**
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* Copies the tile data and properties from the given tile to this tile.
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*
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* @method Phaser.Tile#copy
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* @param {Phaser.Tile} tile - The tile to copy from.
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*/
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copy: function (tile) {
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this.index = tile.index;
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this.alpha = tile.alpha;
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this.properties = tile.properties;
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this.collideUp = tile.collideUp;
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this.collideDown = tile.collideDown;
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this.collideLeft = tile.collideLeft;
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this.collideRight = tile.collideRight;
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this.collisionCallback = tile.collisionCallback;
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this.collisionCallbackContext = tile.collisionCallbackContext;
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}
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};
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Phaser.Tile.prototype.constructor = Phaser.Tile;
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/**
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* @name Phaser.Tile#collides
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* @property {boolean} collides - True if this tile can collide on any of its faces.
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* @readonly
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*/
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Object.defineProperty(Phaser.Tile.prototype, "collides", {
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get: function () {
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return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown);
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}
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});
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/**
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* @name Phaser.Tile#canCollide
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* @property {boolean} canCollide - True if this tile can collide on any of its faces or has a collision callback set.
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* @readonly
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*/
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Object.defineProperty(Phaser.Tile.prototype, "canCollide", {
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get: function () {
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return (this.collideLeft || this.collideRight || this.collideUp || this.collideDown || this.collisionCallback);
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}
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});
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/**
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* @name Phaser.Tile#left
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* @property {number} left - The x value in pixels.
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* @readonly
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*/
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Object.defineProperty(Phaser.Tile.prototype, "left", {
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get: function () {
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return this.worldX;
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}
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});
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/**
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* @name Phaser.Tile#right
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* @property {number} right - The sum of the x and width properties.
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* @readonly
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*/
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Object.defineProperty(Phaser.Tile.prototype, "right", {
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get: function () {
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return this.worldX + this.width;
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}
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});
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/**
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* @name Phaser.Tile#top
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* @property {number} top - The y value.
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* @readonly
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*/
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Object.defineProperty(Phaser.Tile.prototype, "top", {
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get: function () {
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return this.worldY;
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}
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});
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/**
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* @name Phaser.Tile#bottom
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* @property {number} bottom - The sum of the y and height properties.
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* @readonly
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*/
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Object.defineProperty(Phaser.Tile.prototype, "bottom", {
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get: function () {
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return this.worldY + this.height;
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}
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});
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