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1307 lines
31 KiB
HTML
1307 lines
31 KiB
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<h1 class="page-title">Source: tilemap/TilemapLayer.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game.
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*
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* @class Phaser.TilemapLayer
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* @constructor
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {number} x - The x coordinate of this layer.
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* @param {number} y - The y coordinate of this layer.
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* @param {number} renderWidth - Width of the layer.
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* @param {number} renderHeight - Height of the layer.
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* @param {Phaser.Tileset|string} tileset - The tile set used for rendering.
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* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
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* @param {number} layer - The layer index within the map.
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*/
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Phaser.TilemapLayer = function (game, x, y, renderWidth, renderHeight, tileset, tilemap, layer) {
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {HTMLCanvasElement} canvas - The canvas to which this BitmapData draws.
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*/
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this.canvas = Phaser.Canvas.create(renderWidth, renderHeight);
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/**
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* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* @property {PIXI.BaseTexture} baseTexture - Required Pixi var.
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*/
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this.baseTexture = new PIXI.BaseTexture(this.canvas);
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/**
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* @property {PIXI.Texture} texture - Required Pixi var.
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*/
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this.texture = new PIXI.Texture(this.baseTexture);
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/**
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* @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
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*/
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this.textureFrame = new Phaser.Frame(0, 0, 0, renderWidth, renderHeight, 'tilemaplayer', game.rnd.uuid());
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Phaser.Sprite.call(this, this.game, x, y, this.texture, this.textureFrame);
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/**
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* @property {number} type - The const type of this object.
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* @default
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*/
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this.type = Phaser.TILEMAPLAYER;
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/**
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* A layer that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
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* @property {boolean} fixedToCamera - Fixes this layer to the Camera.
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* @default
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*/
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this.fixedToCamera = true;
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/**
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* @property {Phaser.Tileset} tileset - The tile set used for rendering.
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*/
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this.tileset = null;
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/**
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* @property {number} tileWidth - The width of a single tile in pixels.
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*/
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this.tileWidth = 0;
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/**
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* @property {number} tileHeight - The height of a single tile in pixels.
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*/
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this.tileHeight = 0;
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/**
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* @property {number} tileMargin - The margin around the tiles.
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*/
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this.tileMargin = 0;
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/**
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* @property {number} tileSpacing - The spacing around the tiles.
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*/
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this.tileSpacing = 0;
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/**
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* @property {number} widthInPixels - Do NOT recommend changing after the map is loaded!
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* @readonly
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*/
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this.widthInPixels = 0;
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/**
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* @property {number} heightInPixels - Do NOT recommend changing after the map is loaded!
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* @readonly
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*/
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this.heightInPixels = 0;
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/**
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* @property {number} renderWidth - The width of the area being rendered.
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*/
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this.renderWidth = renderWidth;
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/**
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* @property {number} renderHeight - The height of the area being rendered.
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*/
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this.renderHeight = renderHeight;
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/**
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* @property {number} _ga - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ga = 1;
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/**
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* @property {number} _dx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dx = 0;
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/**
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* @property {number} _dy - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dy = 0;
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/**
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* @property {number} _dw - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dw = 0;
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/**
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* @property {number} _dh - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._dh = 0;
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/**
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* @property {number} _tx - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tx = 0;
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/**
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* @property {number} _ty - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._ty = 0;
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/**
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* @property {number} _tw - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tw = 0;
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/**
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* @property {number} _th - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._th = 0;
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/**
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* @property {number} _tl - Local render loop var to help avoid gc spikes.
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* @private
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*/
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this._tl = 0;
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/**
|
|
* @property {number} _maxX - Local render loop var to help avoid gc spikes.
|
|
* @private
|
|
*/
|
|
this._maxX = 0;
|
|
|
|
/**
|
|
* @property {number} _maxY - Local render loop var to help avoid gc spikes.
|
|
* @private
|
|
*/
|
|
this._maxY = 0;
|
|
|
|
/**
|
|
* @property {number} _startX - Local render loop var to help avoid gc spikes.
|
|
* @private
|
|
*/
|
|
this._startX = 0;
|
|
|
|
/**
|
|
* @property {number} _startY - Local render loop var to help avoid gc spikes.
|
|
* @private
|
|
*/
|
|
this._startY = 0;
|
|
|
|
/**
|
|
* @property {array} _results - Local render loop var to help avoid gc spikes.
|
|
* @private
|
|
*/
|
|
this._results = [];
|
|
|
|
/**
|
|
* @property {number} _x - Private var.
|
|
* @private
|
|
*/
|
|
this._x = 0;
|
|
|
|
/**
|
|
* @property {number} _y - Private var.
|
|
* @private
|
|
*/
|
|
this._y = 0;
|
|
|
|
/**
|
|
* @property {number} _prevX - Private var.
|
|
* @private
|
|
*/
|
|
this._prevX = 0;
|
|
|
|
/**
|
|
* @property {number} _prevY - Private var.
|
|
* @private
|
|
*/
|
|
this._prevY = 0;
|
|
|
|
/**
|
|
* @property {number} scrollFactorX - speed at which this layer scrolls
|
|
* horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
|
|
* half as quickly as the 'normal' camera-locked layers do)
|
|
* @default 1
|
|
*/
|
|
this.scrollFactorX = 1;
|
|
|
|
/**
|
|
* @property {number} scrollFactorY - speed at which this layer scrolls
|
|
* vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
|
|
* half as quickly as the 'normal' camera-locked layers do)
|
|
* @default 1
|
|
*/
|
|
this.scrollFactorY = 1;
|
|
|
|
/**
|
|
* @property {Phaser.Tilemap} tilemap - The Tilemap to which this layer is bound.
|
|
*/
|
|
this.tilemap = null;
|
|
|
|
/**
|
|
* @property {number} layer - Tilemap layer index.
|
|
*/
|
|
this.layer = null;
|
|
|
|
/**
|
|
* @property {number} index
|
|
*/
|
|
this.index = 0;
|
|
|
|
/**
|
|
* @property {boolean} dirty - Flag controlling when to re-render the layer.
|
|
*/
|
|
this.dirty = true;
|
|
|
|
if (tileset instanceof Phaser.Tileset || typeof tileset === 'string')
|
|
{
|
|
this.updateTileset(tileset);
|
|
}
|
|
|
|
if (tilemap instanceof Phaser.Tilemap)
|
|
{
|
|
this.updateMapData(tilemap, layer);
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.TilemapLayer.prototype = Object.create(Phaser.Sprite.prototype);
|
|
Phaser.TilemapLayer.prototype = Phaser.Utils.extend(true, Phaser.TilemapLayer.prototype, Phaser.Sprite.prototype, PIXI.Sprite.prototype);
|
|
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate. Handles cache updates.
|
|
*
|
|
* @method Phaser.TilemapLayer#update
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.update = function () {
|
|
|
|
this.scrollX = this.game.camera.x * this.scrollFactorX;
|
|
this.scrollY = this.game.camera.y * this.scrollFactorY;
|
|
|
|
this.render();
|
|
|
|
}
|
|
|
|
/**
|
|
* Sets the world size to match the size of this layer.
|
|
*
|
|
* @method Phaser.TilemapLayer#resizeWorld
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.resizeWorld = function () {
|
|
|
|
this.game.world.setBounds(0, 0, this.widthInPixels, this.heightInPixels);
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the Tileset data.
|
|
*
|
|
* @method Phaser.TilemapLayer#updateTileset
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {Phaser.Tileset|string} tileset - The tileset to use for this layer.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.updateTileset = function (tileset) {
|
|
|
|
if (tileset instanceof Phaser.Tileset)
|
|
{
|
|
this.tileset = tileset;
|
|
}
|
|
else if (typeof tileset === 'string')
|
|
{
|
|
this.tileset = this.game.cache.getTileset('tiles');
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.tileWidth = this.tileset.tileWidth;
|
|
this.tileHeight = this.tileset.tileHeight;
|
|
this.tileMargin = this.tileset.tileMargin;
|
|
this.tileSpacing = this.tileset.tileSpacing;
|
|
|
|
this.updateMax();
|
|
|
|
}
|
|
|
|
/**
|
|
* Updates the Tilemap data.
|
|
*
|
|
* @method Phaser.TilemapLayer#updateMapData
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
|
|
* @param {number} layer - The layer index within the map.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.updateMapData = function (tilemap, layer) {
|
|
|
|
if (typeof layer === 'undefined')
|
|
{
|
|
layer = 0;
|
|
}
|
|
|
|
if (tilemap instanceof Phaser.Tilemap)
|
|
{
|
|
this.tilemap = tilemap;
|
|
this.layer = this.tilemap.layers[layer];
|
|
this.index = layer;
|
|
this.updateMax();
|
|
this.tilemap.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Take an x coordinate that doesn't account for scrollFactorY and 'fix' it
|
|
* into a scrolled local space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_fixX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @private
|
|
* @param {number} x - x coordinate in camera space
|
|
* @return {number} x coordinate in scrollFactor-adjusted dimensions
|
|
*/
|
|
Phaser.TilemapLayer.prototype._fixX = function(x) {
|
|
|
|
if (this.scrollFactorX === 1)
|
|
{
|
|
return x;
|
|
}
|
|
|
|
var leftEdge = x - (this._x / this.scrollFactorX);
|
|
|
|
return this._x + leftEdge;
|
|
|
|
}
|
|
|
|
/**
|
|
* Take an x coordinate that _does_ account for scrollFactorY and 'unfix' it
|
|
* back to camera space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_unfixX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @private
|
|
* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
|
|
* @return {number} x coordinate in camera space
|
|
*/
|
|
Phaser.TilemapLayer.prototype._unfixX = function(x) {
|
|
|
|
if (this.scrollFactorX === 1)
|
|
{
|
|
return x;
|
|
}
|
|
|
|
var leftEdge = x - this._x;
|
|
|
|
return (this._x / this.scrollFactorX) + leftEdge;
|
|
|
|
}
|
|
|
|
/**
|
|
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
|
|
* into a scrolled local space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_fixY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @private
|
|
* @param {number} y - y coordinate in camera space
|
|
* @return {number} y coordinate in scrollFactor-adjusted dimensions
|
|
*/
|
|
Phaser.TilemapLayer.prototype._fixY = function(y) {
|
|
|
|
if (this.scrollFactorY === 1)
|
|
{
|
|
return y;
|
|
}
|
|
|
|
var topEdge = y - (this._y / this.scrollFactorY);
|
|
|
|
return this._y + topEdge;
|
|
|
|
}
|
|
|
|
/**
|
|
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
|
|
* back to camera space. Used primarily internally
|
|
* @method Phaser.TilemapLayer#_unfixY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @private
|
|
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
|
|
* @return {number} y coordinate in camera space
|
|
*/
|
|
Phaser.TilemapLayer.prototype._unfixY = function(y) {
|
|
|
|
if (this.scrollFactorY === 1)
|
|
{
|
|
return y;
|
|
}
|
|
|
|
var topEdge = y - this._y;
|
|
|
|
return (this._y / this.scrollFactorY) + topEdge;
|
|
|
|
}
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
* @method Phaser.TilemapLayer#getTileX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} x - X position of the point in target tile.
|
|
* @return {Phaser.Tile} The tile with specific properties.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileX = function (x) {
|
|
|
|
var tileWidth = this.tileWidth * this.scale.x;
|
|
|
|
return this.game.math.snapToFloor(this._fixX(x), tileWidth) / tileWidth;
|
|
|
|
}
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
* @method Phaser.TilemapLayer#getTileY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} y - Y position of the point in target tile.
|
|
* @return {Phaser.Tile} The tile with specific properties.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileY = function (y) {
|
|
|
|
var tileHeight = this.tileHeight * this.scale.y;
|
|
|
|
return this.game.math.snapToFloor(this._fixY(y), tileHeight) / tileHeight;
|
|
|
|
}
|
|
|
|
/**
|
|
* Convert a pixel value to a tile coordinate.
|
|
* @method Phaser.TilemapLayer#getTileXY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} x - X position of the point in target tile.
|
|
* @param {number} y - Y position of the point in target tile.
|
|
* @return {Phaser.Tile} The tile with specific properties.
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
|
|
|
|
point.x = this.getTileX(x);
|
|
point.y = this.getTileY(y);
|
|
|
|
return point;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the tiles within the given area.
|
|
* @method Phaser.TilemapLayer#getTiles
|
|
* @memberof Phaser.TilemapLayer
|
|
* @param {number} x - X position of the top left of the area to copy (given in tiles, not pixels)
|
|
* @param {number} y - Y position of the top left of the area to copy (given in tiles, not pixels)
|
|
* @param {number} width - The width of the area to copy (given in tiles, not pixels)
|
|
* @param {number} height - The height of the area to copy (given in tiles, not pixels)
|
|
* @param {boolean} collides - If true only return tiles that collide on one or more faces.
|
|
* @return {array} Array with tiles informations (each contains x, y, and the tile).
|
|
*/
|
|
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides) {
|
|
|
|
if (this.tilemap === null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
|
|
if (typeof collides === 'undefined') { collides = false; }
|
|
|
|
// Cap the values
|
|
|
|
if (x < 0)
|
|
{
|
|
x = 0;
|
|
}
|
|
|
|
if (y < 0)
|
|
{
|
|
y = 0;
|
|
}
|
|
|
|
// adjust the x,y coordinates for scrollFactor
|
|
x = this._fixX( x );
|
|
y = this._fixY( y );
|
|
|
|
if (width > this.widthInPixels)
|
|
{
|
|
width = this.widthInPixels;
|
|
}
|
|
|
|
if (height > this.heightInPixels)
|
|
{
|
|
height = this.heightInPixels;
|
|
}
|
|
|
|
var tileWidth = this.tileWidth * this.scale.x;
|
|
var tileHeight = this.tileHeight * this.scale.y;
|
|
|
|
// Convert the pixel values into tile coordinates
|
|
this._tx = this.game.math.snapToFloor(x, tileWidth) / tileWidth;
|
|
this._ty = this.game.math.snapToFloor(y, tileHeight) / tileHeight;
|
|
this._tw = (this.game.math.snapToCeil(width, tileWidth) + tileWidth) / tileWidth;
|
|
this._th = (this.game.math.snapToCeil(height, tileHeight) + tileHeight) / tileHeight;
|
|
|
|
// This should apply the layer x/y here
|
|
|
|
// this._results.length = 0;
|
|
this._results = [];
|
|
|
|
// pretty sure we don't use this any more?
|
|
// this._results.push( { x: x, y: y, width: width, height: height, tx: this._tx, ty: this._ty, tw: this._tw, th: this._th });
|
|
|
|
var _index = 0;
|
|
var _tile = null;
|
|
var sx = 0;
|
|
var sy = 0;
|
|
|
|
for (var wy = this._ty; wy < this._ty + this._th; wy++)
|
|
{
|
|
for (var wx = this._tx; wx < this._tx + this._tw; wx++)
|
|
{
|
|
if (this.layer.data[wy] && this.layer.data[wy][wx])
|
|
{
|
|
// Could combine
|
|
_index = this.layer.data[wy][wx] - 1;
|
|
_tile = this.tileset.getTile(_index);
|
|
|
|
sx = _tile.width * this.scale.x;
|
|
sy = _tile.height * this.scale.y;
|
|
|
|
if (collides === false || (collides && _tile.collideNone === false))
|
|
{
|
|
// convert tile coordinates back to camera space for return
|
|
var _wx = this._unfixX( wx*sx ) / tileWidth;
|
|
var _wy = this._unfixY( wy*sy ) / tileHeight;
|
|
this._results.push({ x: _wx * sx, right: (_wx * sx) + sx, y: _wy * sy, bottom: (_wy * sy) + sy, width: sx, height: sy, tx: _wx, ty: _wy, tile: _tile });
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return this._results;
|
|
|
|
}
|
|
|
|
/**
|
|
* Internal function to update maximum values.
|
|
* @method Phaser.TilemapLayer#updateMax
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.updateMax = function () {
|
|
|
|
this._maxX = this.game.math.ceil(this.canvas.width / this.tileWidth) + 1;
|
|
this._maxY = this.game.math.ceil(this.canvas.height / this.tileHeight) + 1;
|
|
|
|
if (this.layer)
|
|
{
|
|
if (this._maxX > this.layer.width)
|
|
{
|
|
this._maxX = this.layer.width;
|
|
}
|
|
|
|
if (this._maxY > this.layer.height)
|
|
{
|
|
this._maxY = this.layer.height;
|
|
}
|
|
|
|
this.widthInPixels = this.layer.width * this.tileWidth;
|
|
this.heightInPixels = this.layer.height * this.tileHeight;
|
|
}
|
|
|
|
this.dirty = true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Renders the tiles to the layer canvas and pushes to the display.
|
|
* @method Phaser.TilemapLayer#render
|
|
* @memberof Phaser.TilemapLayer
|
|
*/
|
|
Phaser.TilemapLayer.prototype.render = function () {
|
|
|
|
if (this.tilemap && this.tilemap.dirty)
|
|
{
|
|
this.dirty = true;
|
|
}
|
|
|
|
if (!this.dirty || !this.tileset || !this.tilemap || !this.visible)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._prevX = this._dx;
|
|
this._prevY = this._dy;
|
|
|
|
this._dx = -(this._x - (this._startX * this.tileWidth));
|
|
this._dy = -(this._y - (this._startY * this.tileHeight));
|
|
|
|
this._tx = this._dx;
|
|
this._ty = this._dy;
|
|
|
|
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
|
|
|
for (var y = this._startY; y < this._startY + this._maxY; y++)
|
|
{
|
|
this._column = this.layer.data[y];
|
|
|
|
for (var x = this._startX; x < this._startX + this._maxX; x++)
|
|
{
|
|
// only -1 on TILED maps, not CSV
|
|
var tile = this.tileset.tiles[this._column[x]-1];
|
|
|
|
if (tile)
|
|
{
|
|
this.context.drawImage(
|
|
this.tileset.image,
|
|
tile.x,
|
|
tile.y,
|
|
this.tileWidth,
|
|
this.tileHeight,
|
|
Math.floor(this._tx),
|
|
Math.floor(this._ty),
|
|
this.tileWidth,
|
|
this.tileHeight
|
|
);
|
|
}
|
|
|
|
this._tx += this.tileWidth;
|
|
|
|
}
|
|
|
|
this._tx = this._dx;
|
|
this._ty += this.tileHeight;
|
|
}
|
|
|
|
// Only needed if running in WebGL, otherwise this array will never get cleared down I don't think!
|
|
if (this.game.renderType == Phaser.WEBGL)
|
|
{
|
|
PIXI.texturesToUpdate.push(this.baseTexture);
|
|
}
|
|
|
|
this.dirty = false;
|
|
|
|
if (this.tilemap.dirty)
|
|
{
|
|
this.tilemap.dirty = false;
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Returns the absolute delta x value.
|
|
* @method Phaser.TilemapLayer#deltaAbsX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @return {number} Absolute delta X value
|
|
*/
|
|
Phaser.TilemapLayer.prototype.deltaAbsX = function () {
|
|
return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX());
|
|
}
|
|
|
|
/**
|
|
* Returns the absolute delta y value.
|
|
* @method Phaser.TilemapLayer#deltaAbsY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @return {number} Absolute delta Y value
|
|
*/
|
|
Phaser.TilemapLayer.prototype.deltaAbsY = function () {
|
|
return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY());
|
|
}
|
|
|
|
/**
|
|
* Returns the delta x value.
|
|
* @method Phaser.TilemapLayer#deltaX
|
|
* @memberof Phaser.TilemapLayer
|
|
* @return {number} Delta X value
|
|
*/
|
|
Phaser.TilemapLayer.prototype.deltaX = function () {
|
|
return this._dx - this._prevX;
|
|
}
|
|
|
|
/**
|
|
* Returns the delta y value.
|
|
* @method Phaser.TilemapLayer#deltaY
|
|
* @memberof Phaser.TilemapLayer
|
|
* @return {number} Delta Y value
|
|
*/
|
|
Phaser.TilemapLayer.prototype.deltaY = function () {
|
|
return this._dy - this._prevY;
|
|
}
|
|
|
|
/**
|
|
* @name Phaser.TilemapLayer#scrollX
|
|
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
|
|
|
|
get: function () {
|
|
return this._x;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value !== this._x && value >= 0 && this.layer)
|
|
{
|
|
this._x = value;
|
|
|
|
if (this._x > (this.widthInPixels - this.renderWidth))
|
|
{
|
|
this._x = this.widthInPixels - this.renderWidth;
|
|
}
|
|
|
|
this._startX = this.game.math.floor(this._x / this.tileWidth);
|
|
|
|
if (this._startX < 0)
|
|
{
|
|
this._startX = 0;
|
|
}
|
|
|
|
if (this._startX + this._maxX > this.layer.width)
|
|
{
|
|
this._startX = this.layer.width - this._maxX;
|
|
}
|
|
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.TilemapLayer#scrollY
|
|
* @property {number} scrollY - Scrolls the map vertically or returns the current y position.
|
|
*/
|
|
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
|
|
|
|
get: function () {
|
|
return this._y;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value !== this._y && value >= 0 && this.layer)
|
|
{
|
|
this._y = value;
|
|
|
|
if (this._y > (this.heightInPixels - this.renderHeight))
|
|
{
|
|
this._y = this.heightInPixels - this.renderHeight;
|
|
}
|
|
|
|
this._startY = this.game.math.floor(this._y / this.tileHeight);
|
|
|
|
if (this._startY < 0)
|
|
{
|
|
this._startY = 0;
|
|
}
|
|
|
|
if (this._startY + this._maxY > this.layer.height)
|
|
{
|
|
this._startY = this.layer.height - this._maxY;
|
|
}
|
|
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Nov 28 2013 15:56:25 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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