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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2019 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../utils/Class');
var DegToRad = require('../math/DegToRad');
var DynamicTilemapLayer = require('./dynamiclayer/DynamicTilemapLayer');
var Extend = require('../utils/object/Extend');
var Formats = require('./Formats');
var LayerData = require('./mapdata/LayerData');
var Rotate = require('../math/Rotate');
var SpliceOne = require('../utils/array/SpliceOne');
var StaticTilemapLayer = require('./staticlayer/StaticTilemapLayer');
var Tile = require('./Tile');
var TilemapComponents = require('./components');
var Tileset = require('./Tileset');
/**
* @callback TilemapFilterCallback
*
* @param {Phaser.GameObjects.GameObject} value - An object found in the filtered area.
* @param {number} index - The index of the object within the array.
* @param {Phaser.GameObjects.GameObject[]} array - An array of all the objects found.
*
* @return {Phaser.GameObjects.GameObject} The object.
*/
/**
* @callback TilemapFindCallback
*
* @param {Phaser.GameObjects.GameObject} value - An object found.
* @param {number} index - The index of the object within the array.
* @param {Phaser.GameObjects.GameObject[]} array - An array of all the objects found.
*
* @return {boolean} `true` if the callback should be invoked, otherwise `false`.
*/
/**
* @classdesc
* A Tilemap is a container for Tilemap data. This isn't a display object, rather, it holds data
* about the map and allows you to add tilesets and tilemap layers to it. A map can have one or
* more tilemap layers (StaticTilemapLayer or DynamicTilemapLayer), which are the display
* objects that actually render tiles.
*
* The Tilemap data be parsed from a Tiled JSON file, a CSV file or a 2D array. Tiled is a free
* software package specifically for creating tile maps, and is available from:
* http://www.mapeditor.org
*
* A Tilemap has handy methods for getting & manipulating the tiles within a layer. You can only
* use the methods that change tiles (e.g. removeTileAt) on a DynamicTilemapLayer.
*
* Note that all Tilemaps use a base tile size to calculate dimensions from, but that a
* StaticTilemapLayer or DynamicTilemapLayer may have its own unique tile size that overrides
* it.
*
* @class Tilemap
* @memberof Phaser.Tilemaps
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs.
* @param {Phaser.Tilemaps.MapData} mapData - A MapData instance containing Tilemap data.
*/
var Tilemap = new Class({
initialize:
function Tilemap (scene, mapData)
{
/**
* @name Phaser.Tilemaps.Tilemap#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
/**
* The base width of a tile in pixels. Note that individual layers may have a different tile
* width.
*
* @name Phaser.Tilemaps.Tilemap#tileWidth
* @type {integer}
* @since 3.0.0
*/
this.tileWidth = mapData.tileWidth;
/**
* The base height of a tile in pixels. Note that individual layers may have a different
* tile height.
*
* @name Phaser.Tilemaps.Tilemap#tileHeight
* @type {integer}
* @since 3.0.0
*/
this.tileHeight = mapData.tileHeight;
/**
* The width of the map (in tiles).
*
* @name Phaser.Tilemaps.Tilemap#width
* @type {number}
* @since 3.0.0
*/
this.width = mapData.width;
/**
* The height of the map (in tiles).
*
* @name Phaser.Tilemaps.Tilemap#height
* @type {number}
* @since 3.0.0
*/
this.height = mapData.height;
/**
* The orientation of the map data (as specified in Tiled), usually 'orthogonal'.
*
* @name Phaser.Tilemaps.Tilemap#orientation
* @type {string}
* @since 3.0.0
*/
this.orientation = mapData.orientation;
/**
* The render (draw) order of the map data (as specified in Tiled), usually 'right-down'.
*
* The draw orders are:
*
* right-down
* left-down
* right-up
* left-up
*
* This can be changed via the `setRenderOrder` method.
*
* @name Phaser.Tilemaps.Tilemap#renderOrder
* @type {string}
* @since 3.12.0
*/
this.renderOrder = mapData.renderOrder;
/**
* The format of the map data.
*
* @name Phaser.Tilemaps.Tilemap#format
* @type {number}
* @since 3.0.0
*/
this.format = mapData.format;
/**
* The version of the map data (as specified in Tiled, usually 1).
*
* @name Phaser.Tilemaps.Tilemap#version
* @type {number}
* @since 3.0.0
*/
this.version = mapData.version;
/**
* Map specific properties as specified in Tiled.
*
* @name Phaser.Tilemaps.Tilemap#properties
* @type {object}
* @since 3.0.0
*/
this.properties = mapData.properties;
/**
* The width of the map in pixels based on width * tileWidth.
*
* @name Phaser.Tilemaps.Tilemap#widthInPixels
* @type {number}
* @since 3.0.0
*/
this.widthInPixels = mapData.widthInPixels;
/**
* The height of the map in pixels based on height * tileHeight.
*
* @name Phaser.Tilemaps.Tilemap#heightInPixels
* @type {number}
* @since 3.0.0
*/
this.heightInPixels = mapData.heightInPixels;
/**
*
* @name Phaser.Tilemaps.Tilemap#imageCollections
* @type {Phaser.Tilemaps.ImageCollection[]}
* @since 3.0.0
*/
this.imageCollections = mapData.imageCollections;
/**
* An array of Tiled Image Layers.
*
* @name Phaser.Tilemaps.Tilemap#images
* @type {array}
* @since 3.0.0
*/
this.images = mapData.images;
/**
* An array of Tilemap layer data.
*
* @name Phaser.Tilemaps.Tilemap#layers
* @type {Phaser.Tilemaps.LayerData[]}
* @since 3.0.0
*/
this.layers = mapData.layers;
/**
* An array of Tilesets used in the map.
*
* @name Phaser.Tilemaps.Tilemap#tilesets
* @type {Phaser.Tilemaps.Tileset[]}
* @since 3.0.0
*/
this.tilesets = mapData.tilesets;
/**
* An array of ObjectLayer instances parsed from Tiled object layers.
*
* @name Phaser.Tilemaps.Tilemap#objects
* @type {Phaser.Tilemaps.ObjectLayer[]}
* @since 3.0.0
*/
this.objects = mapData.objects;
/**
* The index of the currently selected LayerData object.
*
* @name Phaser.Tilemaps.Tilemap#currentLayerIndex
* @type {integer}
* @since 3.0.0
*/
this.currentLayerIndex = 0;
},
/**
* Sets the rendering (draw) order of the tiles in this map.
*
* The default is 'right-down', meaning it will order the tiles starting from the top-left,
* drawing to the right and then moving down to the next row.
*
* The draw orders are:
*
* 0 = right-down
* 1 = left-down
* 2 = right-up
* 3 = left-up
*
* Setting the render order does not change the tiles or how they are stored in the layer,
* it purely impacts the order in which they are rendered.
*
* You can provide either an integer (0 to 3), or the string version of the order.
*
* Calling this method _after_ creating Static or Dynamic Tilemap Layers will **not** automatically
* update them to use the new render order. If you call this method after creating layers, use their
* own `setRenderOrder` methods to change them as needed.
*
* @method Phaser.Tilemaps.Tilemap#setRenderOrder
* @since 3.12.0
*
* @param {(integer|string)} renderOrder - The render (draw) order value. Either an integer between 0 and 3, or a string: 'right-down', 'left-down', 'right-up' or 'left-up'.
*
* @return {this} This Tilemap object.
*/
setRenderOrder: function (renderOrder)
{
var orders = [ 'right-down', 'left-down', 'right-up', 'left-up' ];
if (typeof renderOrder === 'number')
{
renderOrder = orders[renderOrder];
}
if (orders.indexOf(renderOrder) > -1)
{
this.renderOrder = renderOrder;
}
return this;
},
/**
* Adds an image to the map to be used as a tileset. A single map may use multiple tilesets.
* Note that the tileset name can be found in the JSON file exported from Tiled, or in the Tiled
* editor.
*
* @method Phaser.Tilemaps.Tilemap#addTilesetImage
* @since 3.0.0
*
* @param {string} tilesetName - The name of the tileset as specified in the map data.
* @param {string} [key] - The key of the Phaser.Cache image used for this tileset. If
* `undefined` or `null` it will look for an image with a key matching the tilesetName parameter.
* @param {integer} [tileWidth] - The width of the tile (in pixels) in the Tileset Image. If not
* given it will default to the map's tileWidth value, or the tileWidth specified in the Tiled
* JSON file.
* @param {integer} [tileHeight] - The height of the tiles (in pixels) in the Tileset Image. If
* not given it will default to the map's tileHeight value, or the tileHeight specified in the
* Tiled JSON file.
* @param {integer} [tileMargin] - The margin around the tiles in the sheet (in pixels). If not
* specified, it will default to 0 or the value specified in the Tiled JSON file.
* @param {integer} [tileSpacing] - The spacing between each the tile in the sheet (in pixels).
* If not specified, it will default to 0 or the value specified in the Tiled JSON file.
* @param {integer} [gid=0] - If adding multiple tilesets to a blank map, specify the starting
* GID this set will use here.
*
* @return {?Phaser.Tilemaps.Tileset} Returns the Tileset object that was created or updated, or null if it
* failed.
*/
addTilesetImage: function (tilesetName, key, tileWidth, tileHeight, tileMargin, tileSpacing, gid)
{
if (tilesetName === undefined) { return null; }
if (key === undefined || key === null) { key = tilesetName; }
if (!this.scene.sys.textures.exists(key))
{
console.warn('Invalid Tileset Image: ' + key);
return null;
}
var texture = this.scene.sys.textures.get(key);
var index = this.getTilesetIndex(tilesetName);
if (index === null && this.format === Formats.TILED_JSON)
{
console.warn('No data found for Tileset: ' + tilesetName);
return null;
}
var tileset = this.tilesets[index];
if (tileset)
{
tileset.setTileSize(tileWidth, tileHeight);
tileset.setSpacing(tileMargin, tileSpacing);
tileset.setImage(texture);
return tileset;
}
if (tileWidth === undefined) { tileWidth = this.tileWidth; }
if (tileHeight === undefined) { tileHeight = this.tileHeight; }
if (tileMargin === undefined) { tileMargin = 0; }
if (tileSpacing === undefined) { tileSpacing = 0; }
if (gid === undefined) { gid = 0; }
tileset = new Tileset(tilesetName, gid, tileWidth, tileHeight, tileMargin, tileSpacing);
tileset.setImage(texture);
this.tilesets.push(tileset);
return tileset;
},
/**
* Turns the DynamicTilemapLayer associated with the given layer into a StaticTilemapLayer. If
* no layer specified, the map's current layer is used. This is useful if you want to manipulate
* a map at the start of a scene, but then make it non-manipulable and optimize it for speed.
* Note: the DynamicTilemapLayer passed in is destroyed, so make sure to store the value
* returned from this method if you want to manipulate the new StaticTilemapLayer.
*
* @method Phaser.Tilemaps.Tilemap#convertLayerToStatic
* @since 3.0.0
*
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer)} [layer] - The name of the layer from Tiled, the
* index of the layer in the map, or a DynamicTilemapLayer.
*
* @return {?Phaser.Tilemaps.StaticTilemapLayer} Returns the new layer that was created, or null if it
* failed.
*/
convertLayerToStatic: function (layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
var dynamicLayer = layer.tilemapLayer;
if (!dynamicLayer || !(dynamicLayer instanceof DynamicTilemapLayer))
{
return null;
}
var staticLayer = new StaticTilemapLayer(
dynamicLayer.scene,
dynamicLayer.tilemap,
dynamicLayer.layerIndex,
dynamicLayer.tileset,
dynamicLayer.x,
dynamicLayer.y
);
this.scene.sys.displayList.add(staticLayer);
dynamicLayer.destroy();
return staticLayer;
},
/**
* Copies the tiles in the source rectangular area to a new destination (all specified in tile
* coordinates) within the layer. This copies all tile properties & recalculates collision
* information in the destination region.
*
* If no layer specified, the map's current layer is used. This cannot be applied to StaticTilemapLayers.
*
* @method Phaser.Tilemaps.Tilemap#copy
* @since 3.0.0
*
* @param {integer} srcTileX - The x coordinate of the area to copy from, in tiles, not pixels.
* @param {integer} srcTileY - The y coordinate of the area to copy from, in tiles, not pixels.
* @param {integer} width - The width of the area to copy, in tiles, not pixels.
* @param {integer} height - The height of the area to copy, in tiles, not pixels.
* @param {integer} destTileX - The x coordinate of the area to copy to, in tiles, not pixels.
* @param {integer} destTileY - The y coordinate of the area to copy to, in tiles, not pixels.
* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
*
* @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
*/
copy: function (srcTileX, srcTileY, width, height, destTileX, destTileY, recalculateFaces, layer)
{
layer = this.getLayer(layer);
if (this._isStaticCall(layer, 'copy')) { return this; }
if (layer !== null)
{
TilemapComponents.Copy(
srcTileX, srcTileY,
width, height,
destTileX, destTileY,
recalculateFaces, layer
);
return this;
}
else
{
return null;
}
},
/**
* Creates a new and empty DynamicTilemapLayer. The currently selected layer in the map is set to this new layer.
*
* @method Phaser.Tilemaps.Tilemap#createBlankDynamicLayer
* @since 3.0.0
*
* @param {string} name - The name of this layer. Must be unique within the map.
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
* @param {number} [x=0] - The world x position where the top left of this layer will be placed.
* @param {number} [y=0] - The world y position where the top left of this layer will be placed.
* @param {integer} [width] - The width of the layer in tiles. If not specified, it will default to the map's width.
* @param {integer} [height] - The height of the layer in tiles. If not specified, it will default to the map's height.
* @param {integer} [tileWidth] - The width of the tiles the layer uses for calculations. If not specified, it will default to the map's tileWidth.
* @param {integer} [tileHeight] - The height of the tiles the layer uses for calculations. If not specified, it will default to the map's tileHeight.
*
* @return {?Phaser.Tilemaps.DynamicTilemapLayer} Returns the new layer that was created, or `null` if it failed.
*/
createBlankDynamicLayer: function (name, tileset, x, y, width, height, tileWidth, tileHeight)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.width; }
if (height === undefined) { height = this.height; }
if (tileWidth === undefined) { tileWidth = this.tileWidth; }
if (tileHeight === undefined) { tileHeight = this.tileHeight; }
var index = this.getLayerIndex(name);
if (index !== null)
{
console.warn('Invalid Tilemap Layer ID: ' + name);
return null;
}
var layerData = new LayerData({
name: name,
tileWidth: tileWidth,
tileHeight: tileHeight,
width: width,
height: height
});
var row;
for (var tileY = 0; tileY < height; tileY++)
{
row = [];
for (var tileX = 0; tileX < width; tileX++)
{
row.push(new Tile(layerData, -1, tileX, tileY, tileWidth, tileHeight, this.tileWidth, this.tileHeight));
}
layerData.data.push(row);
}
this.layers.push(layerData);
this.currentLayerIndex = this.layers.length - 1;
var dynamicLayer = new DynamicTilemapLayer(this.scene, this, this.currentLayerIndex, tileset, x, y);
dynamicLayer.setRenderOrder(this.renderOrder);
this.scene.sys.displayList.add(dynamicLayer);
return dynamicLayer;
},
/**
* Creates a new DynamicTilemapLayer that renders the LayerData associated with the given
* `layerID`. The currently selected layer in the map is set to this new layer.
*
* The `layerID` is important. If you've created your map in Tiled then you can get this by
* looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and
* look at the layers[].name value. Either way it must match.
*
* Unlike a static layer, a dynamic layer can be modified. See DynamicTilemapLayer for more
* information.
*
* @method Phaser.Tilemaps.Tilemap#createDynamicLayer
* @since 3.0.0
*
* @param {(integer|string)} layerID - The layer array index value, or if a string is given, the layer name from Tiled.
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
* @param {number} [x=0] - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
* @param {number} [y=0] - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
*
* @return {?Phaser.Tilemaps.DynamicTilemapLayer} Returns the new layer was created, or null if it failed.
*/
createDynamicLayer: function (layerID, tileset, x, y)
{
var index = this.getLayerIndex(layerID);
if (index === null)
{
console.warn('Invalid Tilemap Layer ID: ' + layerID);
return null;
}
var layerData = this.layers[index];
// Check for an associated static or dynamic tilemap layer
if (layerData.tilemapLayer)
{
console.warn('Tilemap Layer ID already exists:' + layerID);
return null;
}
this.currentLayerIndex = index;
// Default the x/y position to match Tiled layer offset, if it exists.
if (x === undefined)
{
x = layerData.x;
}
if (y === undefined)
{
y = layerData.y;
}
var layer = new DynamicTilemapLayer(this.scene, this, index, tileset, x, y);
layer.setRenderOrder(this.renderOrder);
this.scene.sys.displayList.add(layer);
return layer;
},
/**
* Creates a Sprite for every object matching the given gid in the map data. All properties from
* the map data objectgroup are copied into the `spriteConfig`, so you can use this as an easy
* way to configure Sprite properties from within the map editor. For example giving an object a
* property of alpha: 0.5 in the map editor will duplicate that when the Sprite is created.
*
* Custom object properties not sharing names with the Sprite's own properties are copied to the
* Sprite's {@link Phaser.GameObjects.Sprite#data data store}.
*
* @method Phaser.Tilemaps.Tilemap#createFromObjects
* @since 3.0.0
*
* @param {string} name - The name of the object layer (from Tiled) to create Sprites from.
* @param {(integer|string)} id - Either the id (object), gid (tile object) or name (object or
* tile object) from Tiled. Ids are unique in Tiled, but a gid is shared by all tile objects
* with the same graphic. The same name can be used on multiple objects.
* @param {Phaser.Types.GameObjects.Sprite.SpriteConfig} spriteConfig - The config object to pass into the Sprite creator (i.e.
* scene.make.sprite).
* @param {Phaser.Scene} [scene=the scene the map is within] - The Scene to create the Sprites within.
*
* @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
*/
createFromObjects: function (name, id, spriteConfig, scene)
{
if (spriteConfig === undefined) { spriteConfig = {}; }
if (scene === undefined) { scene = this.scene; }
var objectLayer = this.getObjectLayer(name);
if (!objectLayer)
{
console.warn('Cannot create from object. Invalid objectgroup name given: ' + name);
return;
}
var objects = objectLayer.objects;
var sprites = [];
for (var i = 0; i < objects.length; i++)
{
var found = false;
var obj = objects[i];
if (obj.gid !== undefined && typeof id === 'number' && obj.gid === id ||
obj.id !== undefined && typeof id === 'number' && obj.id === id ||
obj.name !== undefined && typeof id === 'string' && obj.name === id)
{
found = true;
}
if (found)
{
var config = Extend({}, spriteConfig, obj.properties);
config.x = obj.x;
config.y = obj.y;
var sprite = this.scene.make.sprite(config);
sprite.name = obj.name;
if (obj.width) { sprite.displayWidth = obj.width; }
if (obj.height) { sprite.displayHeight = obj.height; }
// Origin is (0, 1) in Tiled, so find the offset that matches the Sprite's origin.
var offset = {
x: sprite.originX * sprite.displayWidth,
y: (sprite.originY - 1) * sprite.displayHeight
};
// If the object is rotated, then the origin offset also needs to be rotated.
if (obj.rotation)
{
var angle = DegToRad(obj.rotation);
Rotate(offset, angle);
sprite.rotation = angle;
}
sprite.x += offset.x;
sprite.y += offset.y;
if (obj.flippedHorizontal !== undefined || obj.flippedVertical !== undefined)
{
sprite.setFlip(obj.flippedHorizontal, obj.flippedVertical);
}
if (!obj.visible) { sprite.visible = false; }
for (var key in obj.properties)
{
if (sprite.hasOwnProperty(key))
{
continue;
}
sprite.setData(key, obj.properties[key]);
}
sprites.push(sprite);
}
}
return sprites;
},
/**
* 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.
*
* @method Phaser.Tilemaps.Tilemap#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 {Phaser.Types.GameObjects.Sprite.SpriteConfig} 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 calculating the tile index from the world values.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
*
* @return {?Phaser.GameObjects.Sprite[]} Returns an array of Tiles, or null if the layer given was invalid.
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, layer);
},
/**
* Creates a new StaticTilemapLayer that renders the LayerData associated with the given
* `layerID`. The currently selected layer in the map is set to this new layer.
*
* The `layerID` is important. If you've created your map in Tiled then you can get this by
* looking in Tiled and looking at the layer name. Or you can open the JSON file it exports and
* look at the layers[].name value. Either way it must match.
*
* It's important to remember that a static layer cannot be modified. See StaticTilemapLayer for
* more information.
*
* @method Phaser.Tilemaps.Tilemap#createStaticLayer
* @since 3.0.0
*
* @param {(integer|string)} layerID - The layer array index value, or if a string is given, the layer name from Tiled.
* @param {(string|string[]|Phaser.Tilemaps.Tileset|Phaser.Tilemaps.Tileset[])} tileset - The tileset, or an array of tilesets, used to render this layer. Can be a string or a Tileset object.
* @param {number} [x=0] - The x position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
* @param {number} [y=0] - The y position to place the layer in the world. If not specified, it will default to the layer offset from Tiled or 0.
*
* @return {?Phaser.Tilemaps.StaticTilemapLayer} Returns the new layer was created, or null if it failed.
*/
createStaticLayer: function (layerID, tileset, x, y)
{
var index = this.getLayerIndex(layerID);
if (index === null)
{
console.warn('Invalid Tilemap Layer ID: ' + layerID);
return null;
}
var layerData = this.layers[index];
// Check for an associated static or dynamic tilemap layer
if (layerData.tilemapLayer)
{
console.warn('Tilemap Layer ID already exists:' + layerID);
return null;
}
this.currentLayerIndex = index;
// Default the x/y position to match Tiled layer offset, if it exists.
if (x === undefined && this.layers[index].x) { x = this.layers[index].x; }
if (y === undefined && this.layers[index].y) { y = this.layers[index].y; }
var layer = new StaticTilemapLayer(this.scene, this, index, tileset, x, y);
layer.setRenderOrder(this.renderOrder);
this.scene.sys.displayList.add(layer);
return layer;
},
/**
* Removes all layer data from this Tilemap and nulls the scene reference. This will destroy any
* StaticTilemapLayers or DynamicTilemapLayers that have been linked to LayerData.
*
* @method Phaser.Tilemaps.Tilemap#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.removeAllLayers();
this.tilesets.length = 0;
this.objects.length = 0;
this.scene = undefined;
},
/**
* Sets the tiles in the given rectangular area (in tile coordinates) of the layer with the
* specified index. Tiles will be set to collide if the given index is a colliding index.
* Collision information in the region will be recalculated.
*
* If no layer specified, the map's current layer is used.
* This cannot be applied to StaticTilemapLayers.
*
* @method Phaser.Tilemaps.Tilemap#fill
* @since 3.0.0
*
* @param {integer} index - The tile index to fill the area with.
* @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area.
* @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area.
* @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
* @param {boolean} [recalculateFaces=true] - `true` if the faces data should be recalculated.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
*
* @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
*/
fill: function (index, tileX, tileY, width, height, recalculateFaces, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
if (this._isStaticCall(layer, 'fill')) { return this; }
TilemapComponents.Fill(index, tileX, tileY, width, height, recalculateFaces, layer);
return this;
},
/**
* For each object in the given object layer, run the given filter callback function. Any
* objects that pass the filter test (i.e. where the callback returns true) will returned as a
* new array. Similar to Array.prototype.Filter in vanilla JS.
*
* @method Phaser.Tilemaps.Tilemap#filterObjects
* @since 3.0.0
*
* @param {(Phaser.Tilemaps.ObjectLayer|string)} objectLayer - The name of an object layer (from Tiled) or an ObjectLayer instance.
* @param {TilemapFilterCallback} callback - The callback. Each object in the given area will be passed to this callback as the first and only parameter.
* @param {object} [context] - The context under which the callback should be run.
*
* @return {?Phaser.GameObjects.GameObject[]} An array of object that match the search, or null if the objectLayer given was invalid.
*/
filterObjects: function (objectLayer, callback, context)
{
if (typeof objectLayer === 'string')
{
var name = objectLayer;
objectLayer = this.getObjectLayer(objectLayer);
if (!objectLayer)
{
console.warn('No object layer found with the name: ' + name);
return null;
}
}
return objectLayer.objects.filter(callback, context);
},
/**
* For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
* filter callback function. Any tiles that pass the filter test (i.e. where the callback returns
* true) will returned as a new array. Similar to Array.prototype.Filter in vanilla JS.
* If no layer specified, the map's current layer is used.
*
* @method Phaser.Tilemaps.Tilemap#filterTiles
* @since 3.0.0
*
* @param {function} callback - The callback. Each tile in the given area will be passed to this
* callback as the first and only parameter. The callback should return true for tiles that pass the
* filter.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
*
* @return {?Phaser.Tilemaps.Tile[]} Returns an array of Tiles, or null if the layer given was invalid.
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, layer);
},
/**
* Searches the entire map layer for the first tile matching the given index, then returns that Tile
* object. If no match is found, it returns null. The search starts from the top-left tile and
* continues horizontally until it hits the end of the row, then it drops down to the next column.
* If the reverse boolean is true, it scans starting from the bottom-right corner traveling up to
* the top-left.
* If no layer specified, the map's current layer is used.
*
* @method Phaser.Tilemaps.Tilemap#findByIndex
* @since 3.0.0
*
* @param {integer} index - The tile index value to search for.
* @param {integer} [skip=0] - The number of times to skip a matching tile before returning.
* @param {boolean} [reverse=false] - If true it will scan the layer in reverse, starting at the bottom-right. Otherwise it scans from the top-left.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The tile layer to use. If not given the current layer is used.
*
* @return {?Phaser.Tilemaps.Tile} Returns a Tiles, or null if the layer given was invalid.
*/
findByIndex: function (findIndex, skip, reverse, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
return TilemapComponents.FindByIndex(findIndex, skip, reverse, layer);
},
/**
* Find the first object in the given object layer that satisfies the provided testing function.
* I.e. finds the first object for which `callback` returns true. Similar to
* Array.prototype.find in vanilla JS.
*
* @method Phaser.Tilemaps.Tilemap#findObject
* @since 3.0.0
*
* @param {(Phaser.Tilemaps.ObjectLayer|string)} objectLayer - The name of an object layer (from Tiled) or an ObjectLayer instance.
* @param {TilemapFindCallback} callback - The callback. Each object in the given area will be passed to this callback as the first and only parameter.
* @param {object} [context] - The context under which the callback should be run.
*
* @return {?Phaser.GameObjects.GameObject} An object that matches the search, or null if no object found.
*/
findObject: function (objectLayer, callback, context)
{
if (typeof objectLayer === 'string')
{
var name = objectLayer;
objectLayer = this.getObjectLayer(objectLayer);
if (!objectLayer)
{
console.warn('No object layer found with the name: ' + name);
return null;
}
}
return objectLayer.objects.find(callback, context) || null;
},
/**
* Find the first tile in the given rectangular area (in tile coordinates) of the layer that
* satisfies the provided testing function. I.e. finds the first tile for which `callback` returns
* true. Similar to Array.prototype.find in vanilla JS.
* If no layer specified, the maps current layer is used.
*
* @method Phaser.Tilemaps.Tilemap#findTile
* @since 3.0.0
*
* @param {FindTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The Tile layer to run the search on. If not provided will use the current layer.
*
* @return {?Phaser.Tilemaps.Tile} Returns a Tiles, or null if the layer given was invalid.
*/
findTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, layer);
},
/**
* For each tile in the given rectangular area (in tile coordinates) of the layer, run the given
* callback. Similar to Array.prototype.forEach in vanilla JS.
*
* If no layer specified, the map's current layer is used.
*
* @method Phaser.Tilemaps.Tilemap#forEachTile
* @since 3.0.0
*
* @param {EachTileCallback} callback - The callback. Each tile in the given area will be passed to this callback as the first and only parameter.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - The left most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {integer} [tileY=0] - The top most tile index (in tile coordinates) to use as the origin of the area to search.
* @param {integer} [width=max width based on tileX] - How many tiles wide from the `tileX` index the area will be.
* @param {integer} [height=max height based on tileY] - How many tiles tall from the `tileY` index the area will be.
* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {(string|integer|Phaser.Tilemaps.DynamicTilemapLayer|Phaser.Tilemaps.StaticTilemapLayer)} [layer] - The Tile layer to run the search on. If not provided will use the current layer.
*
* @return {?Phaser.Tilemaps.Tilemap} Returns this, or null if the layer given was invalid.
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions, layer)
{
layer = this.getLayer(layer);
if (layer === null) { return null; }
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, layer);