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<h1 class="file-heading">File: src\gameobjects\tilemap\TileMap.ts</h1>
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<pre class="code prettyprint linenums">
/**
*
* @module GameObjects
* @submodule Tilemap
* @main Tilemap
*/
module Kiwi.GameObjects.Tilemap {
/**
* A TileMap handles the creation of TileMapLayers and the TileTypes that they use.
* Since a TileMap isn't a Entity itself you cannot add it to the Stage inorder to render that it manages,
* Instead you have to add each layer lies within it. This way you can have other GameObjects behind/in-front of layers.
*
* @class TileMap
* @namespace Kiwi.GameObjects.Tilemap
* @constructor
* @param state {Kiwi.State} The state that this Tilemap is on.
* @param [tileMapDataKey] {String} The Data key for the JSON you would like to use.
* @param [atlas] {Kiwi.Textures.TextureAtlas} The texture atlas that you would like the tilemap layers to use.
* @param [startingCell=0] {number} The number for the initial cell that the first TileType should use. See 'createFromFileStore' for more information.
* @return {TileMap}
*/
export class TileMap {
constructor(state: Kiwi.State, tileMapData?: any, atlas?: Kiwi.Textures.TextureAtlas, startingCell:number=0) {
this.tileTypes = [];
this.createTileType(-1);
this.layers = [];
this.state = state;
this.game = state.game;
if (tileMapData !== undefined && atlas !== undefined) {
this.createFromFileStore(tileMapData, atlas, startingCell);
} else if (tileMapData !== undefined || atlas !== undefined) {
Kiwi.Log.warn('You must pass BOTH the TileMapDataKey and TextureAtlas inorder to create a TileMap from the File Store.', '#tilemap');
}
}
/**
* The orientation of the tilemap.
* Note: This value does not affect the individual layers.
*
* @property orientation
* @type String
* @public
*/
public orientation: string;
/**
* Is an Array containing all of the TileTypes that are available on the TileMap.
* @property tileTypes
* @type TileType[]
* @public
*/
public tileTypes: TileType[];
/**
* A list of all of the TileMapLayers that exist on the TileMap.
* @property layers
* @type TileMapLayerBase
* @public
*/
public layers: TileMapLayer[];
/**
* The state that this TileMap exists on.
* @property state
* @type Kiwi.State
* @public
*/
public state: Kiwi.State;
/**
* The game that this TileMap is a part of.
* @property game
* @type Kiwi.Game
* @public
*/
public game: Kiwi.Game;
/**
* The default width of a single tile that a TileMapLayer is told to have upon its creation.
* @property tileWidth
* @type Number
* @default 0
* @public
*/
public tileWidth: number = 0;
/**
* The default height of a single tile that a TileMapLayer is told to have upon its creation.
* @property tileHeight
* @type Number
* @default 0
* @public
*/
public tileHeight: number = 0;
/**
* The default width of all TileMapLayers when they are created.
* This value is in Tiles.
* @property width
* @type Number
* @default 0
* @public
*/
public width: number = 0;
/**
* The default height of all TileMapLayers when they are created.
* This value is in Tiles.
* @property height
* @type Number
* @default 0
* @public
*/
public height: number = 0;
/**
* The width of the tilemap in pixels. This value is READ ONLY.
* @property widthInPixels
* @type Number
* @public
*/
public get widthInPixels(): number {
return this.width * this.tileWidth;
}
/**
* The height of the tilemap in pixels. This value is READ ONLY.
* @property heightInPixels
* @type Number
* @public
*/
public get heightInPixels(): number {
return this.height * this.tileHeight;
}
/**
* Any properties that were found in the JSON during creation.
* @property properties
* @type Object
* @public
*/
public properties: any = {};
/**
* Creates new tilemap layers from a JSON file that you pass (has to be in the Tiled Format).
* The texture atlas you pass is that one that each TileMapLayer found in the JSON will use, You can change the TextureAtlas afterwards.
* New TileTypes will automatically be created. The number is based on the Tileset parameter of the JSON.
* The cell used for new TileTypes will begin at 0 and increment each time a new TileType is created (and a cell exists). Otherwise new TileTypes will start will a cell of -1 (none).
* @method createFromFileStore
* @param tileMapData {Any} This can either
* @param atlas {Kiwi.Textures.TextureAtlas} The texture atlas that you would like the tilemap layers to use.
* @param [startingCell=0] {number} The number for the initial cell that the first TileType should use. If you pass -1 then no new TileTypes will be created.
* @public
*/
public createFromFileStore(tileMapData: any, atlas: Kiwi.Textures.TextureAtlas, startingCell:number=0) {
var json = null;
if (Kiwi.Utils.Common.isString(atlas)) {
atlas = this.state.textures[<any>atlas];
}
//Does the JSON exist?
switch (typeof tileMapData) {
case 'string':
if (this.game.fileStore.exists(tileMapData) == false) {
Kiwi.Log.error('The JSON file you have told to use for a TileMap does not exist.', '#tilemap', '#json');
return false;
}
json = JSON.parse( this.game.fileStore.getFile(tileMapData).data );
break;
case 'object':
//Is it a KiwiJS file?
if (tileMapData.isData && tileMapData.dataType === Kiwi.Files.File.JSON) {
if ( Kiwi.Utils.Common.isString(tileMapData.parse) ) {
json = JSON.parse(tileMapData.data);
} else {
json = tileMapData.data;
}
} else {
json = tileMapData;
}
break;
default:
Kiwi.Log.error('The type of TileMapData passed could not be idenified. Please either pass a name of JSON file to use OR an object to be used.', '#tilemap');
}
//Get the map information
this.orientation = (json.orientation == undefined) ? ORTHOGONAL : json.orientation;
this.tileWidth = (json.tilewidth == undefined) ? 32 : json.tilewidth;
this.tileHeight = (json.tileheight == undefined) ? 32 : json.tileheight;
this.width = json.width;
this.height = json.height;
//Add the properties
for (var prop in json.properties) {
this.properties[prop] = json.properties[prop];
}
//Generate the Tiles needed.
if (json.tilesets !== "undefined" && startingCell !== -1)
this._generateTypesFromTileset(json.tilesets, atlas, startingCell);
//Generate the layers we need
for (var i = 0; i < json.layers.length; i++) {
var layerData = json.layers[i];
//Check what type it is.
switch (json.layers[i].type) {
case "tilelayer":
var w = (layerData.width !== undefined) ? layerData.width : this.width;
var h = (layerData.height !== undefined) ? layerData.height : this.height;
var layer = this.createNewLayer(layerData.name, atlas, layerData.data, w, h, layerData.x * this.tileWidth, layerData.y * this.tileHeight );
//Add the extra data...
layer.visible = (layerData.visible == undefined) ? true : layerData.visible;
layer.alpha = (layerData.opacity == undefined) ? 1 : layerData.opacity;
if (layerData.properties !== undefined)layer.properties = layerData.properties;
break;
case "objectgroup":
this.createNewObjectLayer();
break;
case "imagelayer":
this.createNewImageLayer();
break;
}
}
}
/**
* Generates new TileTypes based upon the Tileset information that lies inside the Tiled JSON.
* This is an INTERNAL method, which is used when the createFromFileStore method is executed.
* @method _generateTypesFromTileset
* @param tilesetData {Array} The tileset part of the JSON.
* @param atlas {Kiwi.Textures.TextureAtlas} The Texture atlas which contains the cells that the new TileTypes will use.
* @param startingCell {Number} The first cell number that would be used.
* @private
*/
private _generateTypesFromTileset( tilesetData:any[], atlas:Kiwi.Textures.TextureAtlas, startingCell:number ) {
//Loop through the tilesets
for (var i = 0; i < tilesetData.length; i++) {
var tileset = tilesetData[i];
//Tileset Information
var m = tileset.margin;
var s = tileset.spacing;
var tw = tileset.tilewidth;
var th = tileset.tileheight;
var iw = tileset.imagewidth - m;
var ih = tileset.imageheight - m;
//Drawing offsets
var offset = (tileset.tileoffset == undefined) ? { x: 0, y: 0 } : tileset.tileoffset;
//Calculate how many tiles there are in this tileset and thus how many different tile type there can be.
for (var y = m; y < ih; y += th) {
for (var x = m; x < iw; x += tw) {
//Does the cell exist? Then use that.
var cell = (atlas.cells[startingCell] == undefined) ? -1 : startingCell ;
var tileType = this.createTileType(cell);
tileType.offset.x = offset.x;
tileType.offset.y = offset.y;
startingCell++; //Increase the cell to use by one.
}
}
//Add tile properties
for (var tp in tileset.tileproperties) {
var tileType = this.tileTypes[(parseInt(tileset.firstgid) + parseInt(tp))];
tileType.properties = tileset.tileproperties[tp];
}
}
}
/**
* Method to set the default TileMap properties. Useful when wanting to create tilemaps programmatically.
* @method setTo
* @param tileWidth {Number} The width of a single tile.
* @param tileHeight {Number} The height of a single tile.
* @param width {Number} The width of the whole map.
* @param height {Number} The height of the whole map.
* @public
*/
public setTo(tileWidth: number, tileHeight: number, width: number, height: number) {
this.tileWidth = tileWidth;
this.tileHeight = tileHeight;
this.width = width;
this.height = height;
}
/**
*-----------------------
* Creation of Tile Types
*-----------------------
**/
/**
* Generates a single new TileType. Returns the TileType that was generated.
* @method createTileType
* @param [cell=-1] {Number} The cell that is to be used. Default is -1 (which means none)
* @return {TileType} The TileType generated.
* @public
*/
public createTileType(cell:number = -1):TileType {
var tileType = new TileType(this, this.tileTypes.length, cell);
this.tileTypes.push(tileType);
return tileType;
}
/**
* Creates a new TileType for each cell that you pass.
* @method createTileTypes
* @param cells {Number[]} The cells that you want a new TileType created for.
* @return {TileTypes[]} The TileTypes generated.
* @public
*/
public createTileTypes(cells:number[]):TileType[] {
var types = [];
for (var i = 0; i < cells.length; i++) {
types.push( this.createTileType( cells[i] ) );
}
return types;
}
/**
* Used to create a number of TileTypes based starting cell number and how many you want from there.
* @method createTileTypesByRange
* @param cellStart {Number} The starting number of the cell.
* @param range {Number} How many cells (from the starting cell) should be created.
* @return {TileTypes[]} The TileTypes generated.
*/
public createTileTypesByRange(cellStart: number, range: number): TileType[]{
var types = [];
for (var i = cellStart; i <= cellStart + range; i++) {
types.push( this.createTileType( i ) );
}
return types;
}
/**
*-----------------------
* Cell Modifications
*-----------------------
**/
/**
* Changes a single cellIndex that a TileType is to use when it is rendered.
* @method setCell
* @param type {number} The number of the TileType that is to change.
* @param cell {number} The new cellIndex it should have.
* @public
*/
public setCell(type: number, cell: number) {
this.tileTypes[type].cellIndex = cell;
}
/**
* Changes a range of cellIndexs for Tiles the same range of TileTypes.
* @method setCellsByRange
* @param typeStart {number} The starting TileType that is to be modified.
* @param cellStart {number} The starting cellIndex that the first TileType should have.
* @param range {number} How many times it should run.
* @public
*/
public setCellsByRange(typeStart: number, cellStart: number, range: number) {
for (var i = typeStart; i < typeStart + range; i++) {
this.tileTypes[i].cellIndex = cellStart;
cellStart++;
}
}
/**
*-----------------------
* Creation of Tilemap Layers
*-----------------------
**/
/**
* Creates a new TileMapLayer with the details that are provided.
* If no width/height/tileWidth/tileHeight parameters are passed then the values will be what this TileMap has.
* If no 'data' is provided then the map will be automatically filled with empty Types of Tiles.
* Returns the new TileMapLayer that was created.
* @method createNewLayer
* @param name {String} Name of the TileMap.
* @param atlas {Kiwi.Textures.TextureAtlas} The TextureAtlas that this layer should use.
* @param data {Number[]} The tile information.
* @param [w=this.width] {Number} The width of the whole tile map. In Tiles.
* @param [h=this.height] {Number} The height of the whole tile map. In Tiles.
* @param [x=0] {Number} The position of the tilemap on the x axis. In pixels.
* @param [y=0] {Number} The position of the tilemap on the y axis. In pixels.
* @param [tw=this.tileWidth] {Number} The width of a single tile.
* @param [th=this.tileHeight] {Number} The height of a single tile.
* @param [orientation] {String} The orientation of the tilemap. Defaults to the same as this TileMap.
* @return {TileMapLayer} The TileMapLayer that was created.
* @public
*/
public createNewLayer(name: string, atlas: Kiwi.Textures.TextureAtlas, data: number[] = [], w: number = this.width, h: number = this.height, x: number = 0, y: number = 0, tw: number = this.tileWidth, th: number = this.tileHeight, orientation: string=this.orientation): TileMapLayer {
//Did the user provide enough data?
if (data.length < w * h) {
//No... So push empty cells instead
var i = data.length - 1;
while (++i < w * h) {
data.push(0);
}
}
//Create the new layer
var layer: TileMapLayer;
if (orientation == ISOMETRIC) {
layer = new Kiwi.GameObjects.Tilemap.TileMapLayerIsometric(this, name, atlas, data, tw, th, x, y, w, h);
} else {
layer = new Kiwi.GameObjects.Tilemap.TileMapLayerOrthogonal(this, name, atlas, data, tw, th, x, y, w, h);
}
//Add the new layer to the array
this.layers.push(layer);
return layer;
}
/**
* Eventually will create a new object layer. Currently does nothing.
* @method createNewObjectLayer
* @public
*/
public createNewObjectLayer() {
Kiwi.Log.log("OBJECT GROUP layers are currently not supported.", '#tilemap');
}
/**
* Eventually will create a new image layer. Currently does nothing.
* @method createNewObjectLayer
* @public
*/
public createNewImageLayer() {
Kiwi.Log.log("IMAGE layers are currently not supported.", '#tilemap');
}
/**
*-----------------------
* TileMapLayer Management Functions
*-----------------------
**/
/**
* Get a layer by the name that it was given upon creation.
* Returns null if no layer with that name was found.
* @method getLayerByName
* @param name {String} Name of the layer you would like to select.
* @return {TileMapLayer} Either the layer with the name passed, or null if no Layer with that name was found.
* @public
*/
public getLayerByName(name: string): TileMapLayer {
for (var i = 0; i < this.layers.length; i++) {
if (this.layers[i].name == name) {
return this.layers[i];
}
}
return null;
}
/**
* Returns the layer with the number associated with it in the layers array.
* @method getLayer
* @param num {Number} Number of the Layer you would like to get.
* @return {TileMapLayer}
* @public
*/
public getLayer(num: number): TileMapLayer {
return (this.layers[num] !== undefined) ? this.layers[num] : null;
}
/**
* The type of object that it is.
* @method objType
* @return {String} "TileMap"
* @public
*/
public objType() {
return "TileMap";
}
}
export var ISOMETRIC: string = "isometric";
export var ORTHOGONAL: string = "orthogonal";
}
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