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<h1 class="file-heading">File: src\gameobjects\tilemap\TileMapLayerOrthogonal.ts</h1>
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/**
*
* @module GameObjects
* @submodule Tilemap
*
*/
module Kiwi.GameObjects.Tilemap {
/**
* Contains the code for managing and rendering Orthogonal types of TileMaps.
* This class should not be directly created, but instead should be created via methods on the TileMap class.
*
* @class TileMapLayerOrthogonal
* @extends Kiwi.GameObjects.Tilemap.TileMapLayer
* @namespace Kiwi.GameObjects.Tilemap
* @since 1.3.0
* @constructor
* @param tilemap {Kiwi.GameObjects.Tilemap.TileMap} The TileMap that this layer belongs to.
* @param name {String} The name of this TileMapLayer.
* @param atlas {Kiwi.Textures.TextureAtlas} The texture atlas that should be used when rendering this TileMapLayer onscreen.
* @param data {Number[]} The information about the tiles.
* @param tw {Number} The width of a single tile in pixels. Usually the same as the TileMap unless told otherwise.
* @param th {Number} The height of a single tile in pixels. Usually the same as the TileMap unless told otherwise.
* @param [x=0] {Number} The x coordinate of the tilemap in pixels.
* @param [y=0] {Number} The y coordinate of the tilemap in pixels.
* @param [w=0] {Number} The width of the whole tilemap in tiles. Usually the same as the TileMap unless told otherwise.
* @param [h=0] {Number} The height of the whole tilemap in tiles. Usually the same as the TileMap unless told otherwise.
* @return {TileMapLayer}
*/
export class TileMapLayerOrthogonal extends TileMapLayer {
constructor(tilemap: Kiwi.GameObjects.Tilemap.TileMap, name: string, atlas: Kiwi.Textures.TextureAtlas, data: number[], tw: number, th: number, x: number = 0, y: number = 0, w: number = 0, h: number = 0) {
super(tilemap, name, atlas, data, tw, th, x, y, w, h);
}
/**
* The type of object that it is.
* @method objType
* @return {String} "TileMapLayer"
* @public
*/
public objType() {
return "TileMapLayer";
}
/**
* The orientation of the of tilemap.
* TileMaps can be either 'orthogonal' (normal) or 'isometric'.
* @property orientation
* @type String
* @default 'orthogonal'
* @public
*/
public orientation: string = ORTHOGONAL;
/**
* Returns the index of the tile based on the x and y pixel coordinates that are passed.
* If no tile is a the coordinates given then -1 is returned instead.
* Coordinates are in pixels not tiles and use the world coordinates of the tilemap.
*
* @method getIndexFromCoords
* @param x {Number} The x coordinate of the Tile you would like to retrieve.
* @param y {Number} The y coordinate of the Tile you would like to retrieve.
* @return {Number} Either the index of the tile retrieved or -1 if none was found.
* @public
*/
public getIndexFromCoords(x: number, y: number): number {
//Not with the bounds?
if (x > this.transform.worldX + this.widthInPixels || y > this.transform.worldY + this.heightInPixels || x < this.transform.worldX || y < this.transform.worldY)
return -1;
//Is so get the tile
var tx = Kiwi.Utils.GameMath.snapToFloor(x - this.transform.worldX, this.tileWidth) / this.tileWidth;
var ty = Kiwi.Utils.GameMath.snapToFloor(y - this.transform.worldY, this.tileHeight) / this.tileHeight;
return this.getIndexFromXY(tx, ty);
}
/**
* Returns the tiles which overlap with a provided entities hitbox component.
* Only collidable tiles on ANY side will be returned unless you pass a particular side.
*
* @method getOverlappingTiles
* @param entity {Kiwi.Entity} The entity you would like to check for the overlap.
* @param [collisionType=ANY] {Number} The particular type of collidable tiles which you would like to check for.
* @return {Object[]} Returns an Array of Objects containing information about the tiles which were found. Index/X/Y information is contained within each Object.
* @public
*/
public getOverlappingTiles(entity: Kiwi.Entity, collisionType: number = Kiwi.Components.ArcadePhysics.ANY): any {
//Do they have a box?
if (entity.components.hasComponent("Box") == false)
return [];
//Get the box off them
var b: Kiwi.Geom.Rectangle = entity.components.getComponent('Box').worldHitbox;
var worldX = this.transform.worldX;
var worldY = this.transform.worldY;
//Is the person within the map's bounds?
if (b.left > worldX + this.widthInPixels || b.right < worldX || b.bottom < worldY || b.top > worldY + this.heightInPixels)
return [];
var nx = b.x - worldX;
var ny = b.y - worldY;
//Get starting location and now many tiles from there we will check.
var x = Kiwi.Utils.GameMath.snapToFloor(nx, this.tileWidth) / this.tileWidth;
var y = Kiwi.Utils.GameMath.snapToFloor(ny, this.tileHeight) / this.tileHeight;
var w = Kiwi.Utils.GameMath.snapToCeil(b.width, this.tileWidth) / this.tileWidth;
var h = Kiwi.Utils.GameMath.snapToCeil(b.height, this.tileHeight) / this.tileHeight;
//Add one, because we want to include the very end tile.
var tiles = this.getCollidableTiles(x, y, w + 1, h + 1, collisionType);
//Loop through the tiles and make sure they are actually overlapping with the Entity.
for (var i = 0; i < tiles.length; i++) {
var t = tiles[i];
if (t.x + worldX > b.right || t.x + this.tileWidth + worldX < b.left || t.y + worldY > b.bottom || t.y + this.tileHeight + worldY < b.top) {
tiles.splice(i, 1);
i--;
}
}
return tiles;
}
/**
* Used to calculate the position of the tilemap on the stage as well as how many tiles can fit on the screen.
* All coordinates calculated are stored as temporary properties (maxX/Y, startX/Y).
*
* @method _calculateBoundaries
* @param camera {Camera}
* @param matrix {Matrix}
* @protected
*/
protected _calculateBoundaries(camera: Kiwi.Camera, matrix: Kiwi.Geom.Matrix) {
//If we are calculating the coordinates for 'regular' then we can do that rather easy
// Account for camera and object transformation
// Initialise corners...
this._corner1.setTo(0, 0);
this._corner2.setTo(this.game.stage.width, 0);
this._corner3.setTo(this.game.stage.width, this.game.stage.height);
this._corner4.setTo(0, this.game.stage.height);
// Transform corners by camera...
this._corner1 = camera.transformPoint(this._corner1);
this._corner2 = camera.transformPoint(this._corner2);
this._corner3 = camera.transformPoint(this._corner3);
this._corner4 = camera.transformPoint(this._corner4);
// Transform corners by object...
var m = matrix.clone();
m.invert();
this._corner1 = m.transformPoint(this._corner1);
this._corner2 = m.transformPoint(this._corner2);
this._corner3 = m.transformPoint(this._corner3);
this._corner4 = m.transformPoint(this._corner4);
// Find min/max values in X and Y...
this._startX = Math.min(this._corner1.x, this._corner2.x, this._corner3.x, this._corner4.x);
this._startY = Math.min(this._corner1.y, this._corner2.y, this._corner3.y, this._corner4.y);
this._maxX = Math.max(this._corner1.x, this._corner2.x, this._corner3.x, this._corner4.x);
this._maxY = Math.max(this._corner1.y, this._corner2.y, this._corner3.y, this._corner4.y);
// Convert to tile units...
this._startX /= this.tileWidth;
this._startY /= this.tileHeight;
this._maxX /= this.tileWidth;
this._maxY /= this.tileHeight;
// Truncate units...
this._startX = Math.floor(this._startX);
this._startY = Math.floor(this._startY);
this._maxX = Math.ceil(this._maxX);
this._maxY = Math.ceil(this._maxY);
// Clamp values to tilemap range...
this._startX = Kiwi.Utils.GameMath.clamp(this._startX, this.width);
this._startY = Kiwi.Utils.GameMath.clamp(this._startY, this.height);
this._maxX = Kiwi.Utils.GameMath.clamp(this._maxX, this.width);
this._maxY = Kiwi.Utils.GameMath.clamp(this._maxY, this.height);
}
/**
* The render loop which is used when using the Canvas renderer.
* @method render
* @param camera {Camera}
* @public
*/
public render(camera: Kiwi.Camera) {
//When not to render the map.
if (this.visible === false || this.alpha < 0.1 || this.exists === false) {
return;
}
//Get the context.
var ctx = this.game.stage.ctx;
ctx.save();
//Make the map alphed out.
if (this.alpha > 0 && this.alpha <= 1) {
ctx.globalAlpha = this.alpha;
}
// Transform
var t: Kiwi.Geom.Transform = this.transform;
var m: Kiwi.Geom.Matrix = t.getConcatenatedMatrix();
ctx.transform(m.a, m.b, m.c, m.d, m.tx, m.ty);
this._calculateBoundaries(camera, m);
for (var y = this._startY; y < this._maxY; y++) {
for (var x = this._startX; x < this._maxX; x++) {
if ((this._temptype = this.getTileFromXY(x, y)) && this._temptype.cellIndex !== -1) {
var cell = this.atlas.cells[this._temptype.cellIndex];
var drawX: number = x * this.tileWidth + this._temptype.offset.x;
var drawY: number = y * this.tileHeight - (cell.h - this.tileHeight) + this._temptype.offset.y;
ctx.drawImage(
this.atlas.image,
cell.x,
cell.y,
cell.w,
cell.h,
drawX,
drawY,
cell.w,
cell.h
);
}
}
}
ctx.restore();
return true;
}
public renderGL(gl: WebGLRenderingContext, camera: Kiwi.Camera, params: any = null) {
//Setup
var vertexItems = [];
//Transform/Matrix
var t: Kiwi.Geom.Transform = this.transform;
var m: Kiwi.Geom.Matrix = t.getConcatenatedMatrix();
//Find which ones we need to render.
this._calculateBoundaries(camera, m);
//Loop through the tiles.
for (var y = this._startY; y < this._maxY; y++) {
for (var x = this._startX; x < this._maxX; x++) {
//Get the tile type
this._temptype = this.getTileFromXY(x, y);
//Skip tiletypes that don't use a cellIndex.
if (this._temptype.cellIndex == -1) continue;
//Get the cell index
var cell = this.atlas.cells[this._temptype.cellIndex];
var tx = x * this.tileWidth + this._temptype.offset.x;
var ty = y * this.tileHeight + this._temptype.offset.y;
//Set up the points
this._corner1.setTo(tx - t.rotPointX, ty - t.rotPointY - (cell.h - this.tileHeight));
this._corner2.setTo(tx + cell.w - t.rotPointX, ty - t.rotPointY - (cell.h - this.tileHeight));
this._corner3.setTo(tx + cell.w - t.rotPointX, ty + cell.h - t.rotPointY - (cell.h - this.tileHeight));
this._corner4.setTo(tx - t.rotPointX, ty + cell.h - t.rotPointY - (cell.h - this.tileHeight));
//Add on the matrix to the points
m.transformPoint( this._corner1 );
m.transformPoint( this._corner2 );
m.transformPoint( this._corner3 );
m.transformPoint( this._corner4 );
//Append to the xyuv array
vertexItems.push(
this._corner1.x + t.rotPointX, this._corner1.y + t.rotPointY, cell.x, cell.y, this.alpha, //Top Left Point
this._corner2.x + t.rotPointX, this._corner2.y + t.rotPointY, cell.x + cell.w, cell.y, this.alpha, //Top Right Point
this._corner3.x + t.rotPointX, this._corner3.y + t.rotPointY, cell.x + cell.w, cell.y + cell.h, this.alpha, //Bottom Right Point
this._corner4.x + t.rotPointX, this._corner4.y + t.rotPointY, cell.x, cell.y + cell.h, this.alpha //Bottom Left Point
);
}
}
//Concat points to the Renderer.
(<Kiwi.Renderers.TextureAtlasRenderer>this.glRenderer).concatBatch(vertexItems);
}
}
}
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