phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @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 Components = require('../../gameobjects/components');
var CONST = require('../../const');
var GameObject = require('../../gameobjects/GameObject');
var StaticTilemapLayerRender = require('./StaticTilemapLayerRender');
var TilemapComponents = require('../components');
var TransformMatrix = require('../../gameobjects/components/TransformMatrix');
var Utils = require('../../renderer/webgl/Utils');
/**
* @classdesc
* A Static Tilemap Layer is a Game Object that renders LayerData from a Tilemap when used in combination
* with one, or more, Tilesets.
*
* A Static Tilemap Layer is optimized for rendering speed over flexibility. You cannot apply per-tile
* effects like tint or alpha, or change the tiles or tilesets the layer uses.
*
* Use a Static Tilemap Layer instead of a Dynamic Tilemap Layer when you don't need tile manipulation features.
*
* @class StaticTilemapLayer
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.Tilemaps
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.ComputedSize
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
* @extends Phaser.GameObjects.Components.ScrollFactor
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {Phaser.Tilemaps.Tilemap} tilemap - The Tilemap this layer is a part of.
* @param {integer} layerIndex - The index of the LayerData associated with this layer.
* @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.
*/
var StaticTilemapLayer = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.ComputedSize,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Origin,
Components.Pipeline,
Components.Transform,
Components.Visible,
Components.ScrollFactor,
StaticTilemapLayerRender
],
initialize:
function StaticTilemapLayer (scene, tilemap, layerIndex, tileset, x, y)
{
GameObject.call(this, scene, 'StaticTilemapLayer');
/**
* Used internally by physics system to perform fast type checks.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#isTilemap
* @type {boolean}
* @readonly
* @since 3.0.0
*/
this.isTilemap = true;
/**
* The Tilemap that this layer is a part of.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#tilemap
* @type {Phaser.Tilemaps.Tilemap}
* @since 3.0.0
*/
this.tilemap = tilemap;
/**
* The index of the LayerData associated with this layer.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#layerIndex
* @type {integer}
* @since 3.0.0
*/
this.layerIndex = layerIndex;
/**
* The LayerData associated with this layer. LayerData can only be associated with one
* tilemap layer.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#layer
* @type {Phaser.Tilemaps.LayerData}
* @since 3.0.0
*/
this.layer = tilemap.layers[layerIndex];
// Link the LayerData with this static tilemap layer
this.layer.tilemapLayer = this;
/**
* The Tileset/s associated with this layer.
*
* As of Phaser 3.14 this property is now an array of Tileset objects, previously it was a single reference.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#tileset
* @type {Phaser.Tilemaps.Tileset[]}
* @since 3.0.0
*/
this.tileset = [];
/**
* Used internally by the Canvas renderer.
* This holds the tiles that are visible within the camera in the last frame.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#culledTiles
* @type {array}
* @since 3.0.0
*/
this.culledTiles = [];
/**
* Canvas only.
*
* You can control if the Cameras should cull tiles before rendering them or not.
* By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
*
* However, there are some instances when you may wish to disable this, and toggling this flag allows
* you to do so. Also see `setSkipCull` for a chainable method that does the same thing.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#skipCull
* @type {boolean}
* @since 3.12.0
*/
this.skipCull = false;
/**
* Canvas only.
*
* The total number of tiles drawn by the renderer in the last frame.
*
* This only works when rending with Canvas.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#tilesDrawn
* @type {integer}
* @readonly
* @since 3.12.0
*/
this.tilesDrawn = 0;
/**
* Canvas only.
*
* The total number of tiles in this layer. Updated every frame.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#tilesTotal
* @type {integer}
* @readonly
* @since 3.12.0
*/
this.tilesTotal = this.layer.width * this.layer.height;
/**
* Canvas only.
*
* The amount of extra tiles to add into the cull rectangle when calculating its horizontal size.
*
* See the method `setCullPadding` for more details.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#cullPaddingX
* @type {integer}
* @default 1
* @since 3.12.0
*/
this.cullPaddingX = 1;
/**
* Canvas only.
*
* The amount of extra tiles to add into the cull rectangle when calculating its vertical size.
*
* See the method `setCullPadding` for more details.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#cullPaddingY
* @type {integer}
* @default 1
* @since 3.12.0
*/
this.cullPaddingY = 1;
/**
* Canvas only.
*
* The callback that is invoked when the tiles are culled.
*
* By default it will call `TilemapComponents.CullTiles` but you can override this to call any function you like.
*
* It will be sent 3 arguments:
*
* 1. The Phaser.Tilemaps.LayerData object for this Layer
* 2. The Camera that is culling the layer. You can check its `dirty` property to see if it has changed since the last cull.
* 3. A reference to the `culledTiles` array, which should be used to store the tiles you want rendered.
*
* See the `TilemapComponents.CullTiles` source code for details on implementing your own culling system.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#cullCallback
* @type {function}
* @since 3.12.0
*/
this.cullCallback = TilemapComponents.CullTiles;
/**
* A reference to the renderer.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @private
* @since 3.0.0
*/
this.renderer = scene.sys.game.renderer;
/**
* An array of vertex buffer objects, used by the WebGL renderer.
*
* As of Phaser 3.14 this property is now an array, where each element maps to a Tileset instance. Previously it was a single instance.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#vertexBuffer
* @type {WebGLBuffer[]}
* @private
* @since 3.0.0
*/
this.vertexBuffer = [];
/**
* An array of ArrayBuffer objects, used by the WebGL renderer.
*
* As of Phaser 3.14 this property is now an array, where each element maps to a Tileset instance. Previously it was a single instance.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#bufferData
* @type {ArrayBuffer[]}
* @private
* @since 3.0.0
*/
this.bufferData = [];
/**
* An array of Float32 Array objects, used by the WebGL renderer.
*
* As of Phaser 3.14 this property is now an array, where each element maps to a Tileset instance. Previously it was a single instance.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#vertexViewF32
* @type {Float32Array[]}
* @private
* @since 3.0.0
*/
this.vertexViewF32 = [];
/**
* An array of Uint32 Array objects, used by the WebGL renderer.
*
* As of Phaser 3.14 this property is now an array, where each element maps to a Tileset instance. Previously it was a single instance.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#vertexViewU32
* @type {Uint32Array[]}
* @private
* @since 3.0.0
*/
this.vertexViewU32 = [];
/**
* An array of booleans, used by the WebGL renderer.
*
* As of Phaser 3.14 this property is now an array, where each element maps to a Tileset instance. Previously it was a single boolean.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#dirty
* @type {boolean[]}
* @private
* @since 3.0.0
*/
this.dirty = [];
/**
* An array of integers, used by the WebGL renderer.
*
* As of Phaser 3.14 this property is now an array, where each element maps to a Tileset instance. Previously it was a single integer.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#vertexCount
* @type {integer[]}
* @private
* @since 3.0.0
*/
this.vertexCount = [];
/**
* The rendering (draw) order of the tiles in this layer.
*
* The default is 0 which is 'right-down', meaning it will draw 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
*
* This can be changed via the `setRenderOrder` method.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#_renderOrder
* @type {integer}
* @default 0
* @private
* @since 3.12.0
*/
this._renderOrder = 0;
/**
* A temporary Transform Matrix, re-used internally during batching.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#_tempMatrix
* @private
* @type {Phaser.GameObjects.Components.TransformMatrix}
* @since 3.14.0
*/
this._tempMatrix = new TransformMatrix();
/**
* An array holding the mapping between the tile indexes and the tileset they belong to.
*
* @name Phaser.Tilemaps.StaticTilemapLayer#gidMap
* @type {Phaser.Tilemaps.Tileset[]}
* @since 3.14.0
*/
this.gidMap = [];
this.setTilesets(tileset);
this.setAlpha(this.layer.alpha);
this.setPosition(x, y);
this.setOrigin();
this.setSize(tilemap.tileWidth * this.layer.width, tilemap.tileHeight * this.layer.height);
this.updateVBOData();
this.initPipeline('TextureTintPipeline');
if (scene.sys.game.config.renderType === CONST.WEBGL)
{
scene.sys.game.renderer.onContextRestored(function ()
{
this.updateVBOData();
}, this);
}
},
/**
* Populates the internal `tileset` array with the Tileset references this Layer requires for rendering.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setTilesets
* @private
* @since 3.14.0
*
* @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.
*/
setTilesets: function (tilesets)
{
var gidMap = [];
var setList = [];
var map = this.tilemap;
if (!Array.isArray(tilesets))
{
tilesets = [ tilesets ];
}
for (var i = 0; i < tilesets.length; i++)
{
var tileset = tilesets[i];
if (typeof tileset === 'string')
{
tileset = map.getTileset(tileset);
}
if (tileset)
{
setList.push(tileset);
var s = tileset.firstgid;
for (var t = 0; t < tileset.total; t++)
{
gidMap[s + t] = tileset;
}
}
}
this.gidMap = gidMap;
this.tileset = setList;
},
/**
* Prepares the VBO data arrays for population by the `upload` method.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#updateVBOData
* @private
* @since 3.14.0
*
* @return {this} This Tilemap Layer object.
*/
updateVBOData: function ()
{
for (var i = 0; i < this.tileset.length; i++)
{
this.dirty[i] = true;
this.vertexCount[i] = 0;
this.vertexBuffer[i] = null;
this.bufferData[i] = null;
this.vertexViewF32[i] = null;
this.vertexViewU32[i] = null;
}
return this;
},
/**
* Upload the tile data to a VBO.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#upload
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera to render to.
* @param {integer} tilesetIndex - The tileset index.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
upload: function (camera, tilesetIndex)
{
var renderer = this.renderer;
var gl = renderer.gl;
var pipeline = renderer.pipelines.TextureTintPipeline;
if (this.dirty[tilesetIndex])
{
var tileset = this.tileset[tilesetIndex];
var mapWidth = this.layer.width;
var mapHeight = this.layer.height;
var width = tileset.image.source[0].width;
var height = tileset.image.source[0].height;
var mapData = this.layer.data;
var tile;
var row;
var col;
var renderOrder = this._renderOrder;
var minTileIndex = tileset.firstgid;
var maxTileIndex = tileset.firstgid + tileset.total;
var vertexBuffer = this.vertexBuffer[tilesetIndex];
var bufferData = this.bufferData[tilesetIndex];
var vOffset = -1;
var bufferSize = (mapWidth * mapHeight) * pipeline.vertexSize * 6;
this.vertexCount[tilesetIndex] = 0;
if (bufferData === null)
{
bufferData = new ArrayBuffer(bufferSize);
this.bufferData[tilesetIndex] = bufferData;
this.vertexViewF32[tilesetIndex] = new Float32Array(bufferData);
this.vertexViewU32[tilesetIndex] = new Uint32Array(bufferData);
}
if (renderOrder === 0)
{
// right-down
for (row = 0; row < mapHeight; row++)
{
for (col = 0; col < mapWidth; col++)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 1)
{
// left-down
for (row = 0; row < mapHeight; row++)
{
for (col = mapWidth - 1; col >= 0; col--)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 2)
{
// right-up
for (row = mapHeight - 1; row >= 0; row--)
{
for (col = 0; col < mapWidth; col++)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
else if (renderOrder === 3)
{
// left-up
for (row = mapHeight - 1; row >= 0; row--)
{
for (col = mapWidth - 1; col >= 0; col--)
{
tile = mapData[row][col];
if (!tile || tile.index < minTileIndex || tile.index > maxTileIndex || !tile.visible)
{
continue;
}
vOffset = this.batchTile(vOffset, tile, tileset, width, height, camera, tilesetIndex);
}
}
}
this.dirty[tilesetIndex] = false;
if (vertexBuffer === null)
{
vertexBuffer = renderer.createVertexBuffer(bufferData, gl.STATIC_DRAW);
this.vertexBuffer[tilesetIndex] = vertexBuffer;
}
else
{
renderer.setVertexBuffer(vertexBuffer);
gl.bufferSubData(gl.ARRAY_BUFFER, 0, bufferData);
}
}
return this;
},
/**
* Add a single tile into the batch.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#batchTile
* @private
* @since 3.12.0
*
* @param {integer} vOffset - The vertex offset.
* @param {any} tile - The tile being rendered.
* @param {any} tileset - The tileset being used for rendering.
* @param {integer} width - The width of the tileset image in pixels.
* @param {integer} height - The height of the tileset image in pixels.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The camera the layer is being rendered with.
* @param {integer} tilesetIndex - The tileset index.
*
* @return {integer} The new vOffset value.
*/
batchTile: function (vOffset, tile, tileset, width, height, camera, tilesetIndex)
{
var texCoords = tileset.getTileTextureCoordinates(tile.index);
if (!texCoords)
{
return vOffset;
}
var tileWidth = tileset.tileWidth;
var tileHeight = tileset.tileHeight;
var halfTileWidth = tileWidth / 2;
var halfTileHeight = tileHeight / 2;
var u0 = texCoords.x / width;
var v0 = texCoords.y / height;
var u1 = (texCoords.x + tileWidth) / width;
var v1 = (texCoords.y + tileHeight) / height;
var matrix = this._tempMatrix;
var x = -halfTileWidth;
var y = -halfTileHeight;
if (tile.flipX)
{
tileWidth *= -1;
x += tileset.tileWidth;
}
if (tile.flipY)
{
tileHeight *= -1;
y += tileset.tileHeight;
}
var xw = x + tileWidth;
var yh = y + tileHeight;
matrix.applyITRS(halfTileWidth + tile.pixelX, halfTileHeight + tile.pixelY, tile.rotation, 1, 1);
var tint = Utils.getTintAppendFloatAlpha(0xffffff, camera.alpha * this.alpha * tile.alpha);
var tx0 = matrix.getX(x, y);
var ty0 = matrix.getY(x, y);
var tx1 = matrix.getX(x, yh);
var ty1 = matrix.getY(x, yh);
var tx2 = matrix.getX(xw, yh);
var ty2 = matrix.getY(xw, yh);
var tx3 = matrix.getX(xw, y);
var ty3 = matrix.getY(xw, y);
if (camera.roundPixels)
{
tx0 = Math.round(tx0);
ty0 = Math.round(ty0);
tx1 = Math.round(tx1);
ty1 = Math.round(ty1);
tx2 = Math.round(tx2);
ty2 = Math.round(ty2);
tx3 = Math.round(tx3);
ty3 = Math.round(ty3);
}
var vertexViewF32 = this.vertexViewF32[tilesetIndex];
var vertexViewU32 = this.vertexViewU32[tilesetIndex];
vertexViewF32[++vOffset] = tx0;
vertexViewF32[++vOffset] = ty0;
vertexViewF32[++vOffset] = u0;
vertexViewF32[++vOffset] = v0;
vertexViewF32[++vOffset] = 0;
vertexViewU32[++vOffset] = tint;
vertexViewF32[++vOffset] = tx1;
vertexViewF32[++vOffset] = ty1;
vertexViewF32[++vOffset] = u0;
vertexViewF32[++vOffset] = v1;
vertexViewF32[++vOffset] = 0;
vertexViewU32[++vOffset] = tint;
vertexViewF32[++vOffset] = tx2;
vertexViewF32[++vOffset] = ty2;
vertexViewF32[++vOffset] = u1;
vertexViewF32[++vOffset] = v1;
vertexViewF32[++vOffset] = 0;
vertexViewU32[++vOffset] = tint;
vertexViewF32[++vOffset] = tx0;
vertexViewF32[++vOffset] = ty0;
vertexViewF32[++vOffset] = u0;
vertexViewF32[++vOffset] = v0;
vertexViewF32[++vOffset] = 0;
vertexViewU32[++vOffset] = tint;
vertexViewF32[++vOffset] = tx2;
vertexViewF32[++vOffset] = ty2;
vertexViewF32[++vOffset] = u1;
vertexViewF32[++vOffset] = v1;
vertexViewF32[++vOffset] = 0;
vertexViewU32[++vOffset] = tint;
vertexViewF32[++vOffset] = tx3;
vertexViewF32[++vOffset] = ty3;
vertexViewF32[++vOffset] = u1;
vertexViewF32[++vOffset] = v0;
vertexViewF32[++vOffset] = 0;
vertexViewU32[++vOffset] = tint;
this.vertexCount[tilesetIndex] += 6;
return vOffset;
},
/**
* Sets the rendering (draw) order of the tiles in this layer.
*
* 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.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#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 Layer object.
*/
setRenderOrder: function (renderOrder)
{
var orders = [ 'right-down', 'left-down', 'right-up', 'left-up' ];
if (typeof renderOrder === 'string')
{
renderOrder = orders.indexOf(renderOrder);
}
if (renderOrder >= 0 && renderOrder < 4)
{
this._renderOrder = renderOrder;
for (var i = 0; i < this.tileset.length; i++)
{
this.dirty[i] = true;
}
}
return this;
},
/**
* Calculates interesting faces at the given tile coordinates of the specified layer. Interesting
* faces are used internally for optimizing collisions against tiles. This method is mostly used
* internally to optimize recalculating faces when only one tile has been changed.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#calculateFacesAt
* @since 3.0.0
*
* @param {integer} tileX - The x coordinate.
* @param {integer} tileY - The y coordinate.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
calculateFacesAt: function (tileX, tileY)
{
TilemapComponents.CalculateFacesAt(tileX, tileY, this.layer);
return this;
},
/**
* Calculates interesting faces within the rectangular area specified (in tile coordinates) of the
* layer. Interesting faces are used internally for optimizing collisions against tiles. This method
* is mostly used internally.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#calculateFacesWithin
* @since 3.0.0
*
* @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.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
calculateFacesWithin: function (tileX, tileY, width, height)
{
TilemapComponents.CalculateFacesWithin(tileX, tileY, width, height, this.layer);
return this;
},
/**
* 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.StaticTilemapLayer#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 determining the world XY
*
* @return {Phaser.GameObjects.Sprite[]} An array of the Sprites that were created.
*/
createFromTiles: function (indexes, replacements, spriteConfig, scene, camera)
{
return TilemapComponents.CreateFromTiles(indexes, replacements, spriteConfig, scene, camera, this.layer);
},
/**
* Returns the tiles in the given layer that are within the cameras viewport.
* This is used internally.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#cull
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} [camera] - The Camera to run the cull check against.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
cull: function (camera)
{
return this.cullCallback(this.layer, camera, this.culledTiles);
},
/**
* Canvas only.
*
* You can control if the Cameras should cull tiles before rendering them or not.
* By default the camera will try to cull the tiles in this layer, to avoid over-drawing to the renderer.
*
* However, there are some instances when you may wish to disable this.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setSkipCull
* @since 3.12.0
*
* @param {boolean} [value=true] - Set to `true` to stop culling tiles. Set to `false` to enable culling again.
*
* @return {this} This Tilemap Layer object.
*/
setSkipCull: function (value)
{
if (value === undefined) { value = true; }
this.skipCull = value;
return this;
},
/**
* Canvas only.
*
* When a Camera culls the tiles in this layer it does so using its view into the world, building up a
* rectangle inside which the tiles must exist or they will be culled. Sometimes you may need to expand the size
* of this 'cull rectangle', especially if you plan on rotating the Camera viewing the layer. Do so
* by providing the padding values. The values given are in tiles, not pixels. So if the tile width was 32px
* and you set `paddingX` to be 4, it would add 32px x 4 to the cull rectangle (adjusted for scale)
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setCullPadding
* @since 3.12.0
*
* @param {integer} [paddingX=1] - The amount of extra horizontal tiles to add to the cull check padding.
* @param {integer} [paddingY=1] - The amount of extra vertical tiles to add to the cull check padding.
*
* @return {this} This Tilemap Layer object.
*/
setCullPadding: function (paddingX, paddingY)
{
if (paddingX === undefined) { paddingX = 1; }
if (paddingY === undefined) { paddingY = 1; }
this.cullPaddingX = paddingX;
this.cullPaddingY = paddingY;
return this;
},
/**
* 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.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#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.
*
* @return {Phaser.Tilemaps.Tile} A Tile object.
*/
findByIndex: function (findIndex, skip, reverse)
{
return TilemapComponents.FindByIndex(findIndex, skip, reverse, this.layer);
},
/**
* 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.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#findTile
* @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.
* @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 topmost 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.
*
* @return {?Phaser.Tilemaps.Tile}
*/
findTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FindTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* 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.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#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 leftmost tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {integer} [tileY=0] - The topmost 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.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
filterTiles: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.FilterTiles(callback, context, tileX, tileY, width, height, filteringOptions, this.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.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#forEachTile
* @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.
* @param {object} [context] - The context under which the callback should be run.
* @param {integer} [tileX=0] - The leftmost tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {integer} [tileY=0] - The topmost 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.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
forEachTile: function (callback, context, tileX, tileY, width, height, filteringOptions)
{
TilemapComponents.ForEachTile(callback, context, tileX, tileY, width, height, filteringOptions, this.layer);
return this;
},
/**
* Gets a tile at the given tile coordinates from the given layer.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#getTileAt
* @since 3.0.0
*
* @param {integer} tileX - X position to get the tile from (given in tile units, not pixels).
* @param {integer} tileY - Y position to get the tile from (given in tile units, not pixels).
* @param {boolean} [nonNull=false] - If true getTile won't return null for empty tiles, but a Tile
* object with an index of -1.
*
* @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates were invalid.
*/
getTileAt: function (tileX, tileY, nonNull)
{
return TilemapComponents.GetTileAt(tileX, tileY, nonNull, this.layer);
},
/**
* Gets a tile at the given world coordinates from the given layer.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#getTileAtWorldXY
* @since 3.0.0
*
* @param {number} worldX - X position to get the tile from (given in pixels)
* @param {number} worldY - Y position to get the tile from (given in pixels)
* @param {boolean} [nonNull=false] - If true, function won't return null for empty tiles, but a Tile
* object with an index of -1.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {Phaser.Tilemaps.Tile} The tile at the given coordinates or null if no tile was found or the coordinates
* were invalid.
*/
getTileAtWorldXY: function (worldX, worldY, nonNull, camera)
{
return TilemapComponents.GetTileAtWorldXY(worldX, worldY, nonNull, camera, this.layer);
},
/**
* Gets the tiles in the given rectangular area (in tile coordinates) of the layer.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#getTilesWithin
* @since 3.0.0
*
* @param {integer} [tileX=0] - The leftmost tile index (in tile coordinates) to use as the origin of the area.
* @param {integer} [tileY=0] - The topmost 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 {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
getTilesWithin: function (tileX, tileY, width, height, filteringOptions)
{
return TilemapComponents.GetTilesWithin(tileX, tileY, width, height, filteringOptions, this.layer);
},
/**
* Gets the tiles in the given rectangular area (in world coordinates) of the layer.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#getTilesWithinWorldXY
* @since 3.0.0
*
* @param {number} worldX - The leftmost tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {number} worldY - The topmost tile index (in tile coordinates) to use as the origin of the area to filter.
* @param {number} width - How many tiles wide from the `tileX` index the area will be.
* @param {number} height - How many tiles high from the `tileY` index the area will be.
* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when factoring in which tiles to return.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
getTilesWithinWorldXY: function (worldX, worldY, width, height, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinWorldXY(worldX, worldY, width, height, filteringOptions, camera, this.layer);
},
/**
* Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle,
* Line, Rectangle or Triangle. The shape should be in world coordinates.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#getTilesWithinShape
* @since 3.0.0
*
* @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.Triangle)} shape - A shape in world (pixel) coordinates
* @param {Phaser.Types.Tilemaps.FilteringOptions} [filteringOptions] - Optional filters to apply when getting the tiles.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {Phaser.Tilemaps.Tile[]} An array of Tile objects.
*/
getTilesWithinShape: function (shape, filteringOptions, camera)
{
return TilemapComponents.GetTilesWithinShape(shape, filteringOptions, camera, this.layer);
},
/**
* Checks if there is a tile at the given location (in tile coordinates) in the given layer. Returns
* false if there is no tile or if the tile at that location has an index of -1.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#hasTileAt
* @since 3.0.0
*
* @param {integer} tileX - X position to get the tile from in tile coordinates.
* @param {integer} tileY - Y position to get the tile from in tile coordinates.
*
* @return {boolean}
*/
hasTileAt: function (tileX, tileY)
{
return TilemapComponents.HasTileAt(tileX, tileY, this.layer);
},
/**
* Checks if there is a tile at the given location (in world coordinates) in the given layer. Returns
* false if there is no tile or if the tile at that location has an index of -1.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#hasTileAtWorldXY
* @since 3.0.0
*
* @param {number} worldX - The X coordinate of the world position.
* @param {number} worldY - The Y coordinate of the world position.
* @param {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
*
* @return {boolean}
*/
hasTileAtWorldXY: function (worldX, worldY, camera)
{
return TilemapComponents.HasTileAtWorldXY(worldX, worldY, camera, this.layer);
},
/**
* Draws a debug representation of the layer to the given Graphics. This is helpful when you want to
* get a quick idea of which of your tiles are colliding and which have interesting faces. The tiles
* are drawn starting at (0, 0) in the Graphics, allowing you to place the debug representation
* wherever you want on the screen.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#renderDebug
* @since 3.0.0
*
* @param {Phaser.GameObjects.Graphics} graphics - The target Graphics object to draw upon.
* @param {Phaser.Types.Tilemaps.StyleConfig} styleConfig - An object specifying the colors to use for the debug drawing.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
renderDebug: function (graphics, styleConfig)
{
TilemapComponents.RenderDebug(graphics, styleConfig, this.layer);
return this;
},
/**
* Sets collision on the given tile or tiles within a layer by index. You can pass in either a
* single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if
* collision will be enabled (true) or disabled (false).
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setCollision
* @since 3.0.0
*
* @param {(integer|array)} indexes - Either a single tile index, or an array of tile indexes.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
setCollision: function (indexes, collides, recalculateFaces)
{
TilemapComponents.SetCollision(indexes, collides, recalculateFaces, this.layer);
return this;
},
/**
* Sets collision on a range of tiles in a layer whose index is between the specified `start` and
* `stop` (inclusive). Calling this with a start value of 10 and a stop value of 14 would set
* collision for tiles 10, 11, 12, 13 and 14. The `collides` parameter controls if collision will be
* enabled (true) or disabled (false).
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setCollisionBetween
* @since 3.0.0
*
* @param {integer} start - The first index of the tile to be set for collision.
* @param {integer} stop - The last index of the tile to be set for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
setCollisionBetween: function (start, stop, collides, recalculateFaces)
{
TilemapComponents.SetCollisionBetween(start, stop, collides, recalculateFaces, this.layer);
return this;
},
/**
* Sets collision on the tiles within a layer by checking tile properties. If a tile has a property
* that matches the given properties object, its collision flag will be set. The `collides`
* parameter controls if collision will be enabled (true) or disabled (false). Passing in
* `{ collides: true }` would update the collision flag on any tiles with a "collides" property that
* has a value of true. Any tile that doesn't have "collides" set to true will be ignored. You can
* also use an array of values, e.g. `{ types: ["stone", "lava", "sand" ] }`. If a tile has a
* "types" property that matches any of those values, its collision flag will be updated.
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setCollisionByProperty
* @since 3.0.0
*
* @param {object} properties - An object with tile properties and corresponding values that should
* be checked.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
setCollisionByProperty: function (properties, collides, recalculateFaces)
{
TilemapComponents.SetCollisionByProperty(properties, collides, recalculateFaces, this.layer);
return this;
},
/**
* Sets collision on all tiles in the given layer, except for tiles that have an index specified in
* the given array. The `collides` parameter controls if collision will be enabled (true) or
* disabled (false).
*
* @method Phaser.Tilemaps.StaticTilemapLayer#setCollisionByExclusion
* @since 3.0.0
*
* @param {integer[]} indexes - An array of the tile indexes to not be counted for collision.
* @param {boolean} [collides=true] - If true it will enable collision. If false it will clear
* collision.
* @param {boolean} [recalculateFaces=true] - Whether or not to recalculate the tile faces after the
* update.
*
* @return {Phaser.Tilemaps.StaticTilemapLayer} This Tilemap Layer object.
*/
setCollisionByExclusion: function (indexes, col