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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Tilemap Layer is a set of map data combined with a Tileset in order to render that data to the game.
*
* @class Phaser.TilemapLayer
* @constructor
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {Phaser.Tilemap} tilemap - The tilemap to which this layer belongs.
* @param {number} index - The layer index within the map that this TilemapLayer represents.
* @param {number} width - Width of the renderable area of the layer.
* @param {number} height - Height of the renderable area of the layer.
*/
Phaser.TilemapLayer = function (game, tilemap, index, width, height) {
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {Phaser.Tilemap} map - The Tilemap to which this layer is bound.
*/
this.map = tilemap;
/**
* @property {number} index - The index of this layer within the Tilemap.
*/
this.index = index;
/**
* @property {object} layer - The layer object within the Tilemap that this layer represents.
*/
this.layer = tilemap.layers[index];
/**
* @property {HTMLCanvasElement} canvas - The canvas to which this TilemapLayer draws.
*/
this.canvas = Phaser.Canvas.create(width, height, '', true);
/**
* @property {CanvasRenderingContext2D} context - The 2d context of the canvas.
*/
this.context = this.canvas.getContext('2d');
/**
* @property {PIXI.BaseTexture} baseTexture - Required Pixi var.
*/
this.baseTexture = new PIXI.BaseTexture(this.canvas);
/**
* @property {PIXI.Texture} texture - Required Pixi var.
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* @property {Phaser.Frame} textureFrame - Dimensions of the renderable area.
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, width, height, 'tilemapLayer', game.rnd.uuid());
Phaser.Image.call(this, this.game, 0, 0, this.texture, this.textureFrame);
/**
* @property {string} name - The name of the layer.
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.TILEMAPLAYER;
/**
* An object that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
* @property {boolean} fixedToCamera - Fixes this object to the Camera.
* @default
*/
this.fixedToCamera = true;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
*/
this.cameraOffset = new Phaser.Point(0, 0);
/**
* @property {string} tileColor - If no tileset is given the tiles will be rendered as rectangles in this color. Provide in hex or rgb/rgba string format.
* @default
*/
this.tileColor = 'rgb(255, 255, 255)';
/**
* @property {boolean} debug - If set to true the collideable tile edges path will be rendered. Only works when game is running in Phaser.CANVAS mode.
* @default
*/
this.debug = false;
/**
* @property {number} debugAlpha - If debug is true then the tileset is rendered with this alpha level, to make the tile edges clearer.
* @default
*/
this.debugAlpha = 0.5;
/**
* @property {string} debugColor - If debug is true this is the color used to outline the edges of collidable tiles. Provide in hex or rgb/rgba string format.
* @default
*/
this.debugColor = 'rgba(0, 255, 0, 1)';
/**
* @property {boolean} debugFill - If true the debug tiles are filled with debugFillColor AND stroked around.
* @default
*/
this.debugFill = false;
/**
* @property {string} debugFillColor - If debugFill is true this is the color used to fill the tiles. Provide in hex or rgb/rgba string format.
* @default
*/
this.debugFillColor = 'rgba(0, 255, 0, 0.2)';
/**
* @property {string} debugCallbackColor - If debug is true this is the color used to outline the edges of tiles that have collision callbacks. Provide in hex or rgb/rgba string format.
* @default
*/
this.debugCallbackColor = 'rgba(255, 0, 0, 1)';
/**
* @property {number} scrollFactorX - speed at which this layer scrolls
* horizontally, relative to the camera (e.g. scrollFactorX of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
*/
this.scrollFactorX = 1;
/**
* @property {number} scrollFactorY - speed at which this layer scrolls
* vertically, relative to the camera (e.g. scrollFactorY of 0.5 scrolls
* half as quickly as the 'normal' camera-locked layers do)
* @default 1
*/
this.scrollFactorY = 1;
/**
* @property {boolean} dirty - Flag controlling when to re-render the layer.
*/
this.dirty = true;
/**
* @property {number} rayStepRate - When ray-casting against tiles this is the number of steps it will jump. For larger tile sizes you can increase this to improve performance.
* @default
*/
this.rayStepRate = 4;
/**
* @property {boolean} wrap - Flag controlling if the layer tiles wrap at the edges. Only works if the World size matches the Map size.
* @default false
*/
this.wrap = false;
/**
* @property {object} _mc - Local map data and calculation cache.
* @private
*/
this._mc = {
cw: tilemap.tileWidth,
ch: tilemap.tileHeight,
ga: 1,
dx: 0,
dy: 0,
dw: 0,
dh: 0,
tx: 0,
ty: 0,
tw: 0,
th: 0,
tl: 0,
maxX: 0,
maxY: 0,
startX: 0,
startY: 0,
x: 0,
y: 0,
prevX: 0,
prevY: 0
};
/**
* @property {array} _results - Local render loop var to help avoid gc spikes.
* @private
*/
this._results = [];
this.updateMax();
};
Phaser.TilemapLayer.prototype = Object.create(Phaser.Image.prototype);
Phaser.TilemapLayer.prototype.constructor = Phaser.TilemapLayer;
/**
* Automatically called by World.postUpdate. Handles cache updates.
*
* @method Phaser.TilemapLayer#postUpdate
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.postUpdate = function () {
Phaser.Image.prototype.postUpdate.call(this);
// Stops you being able to auto-scroll the camera if it's not following a sprite
this.scrollX = this.game.camera.x * this.scrollFactorX;
this.scrollY = this.game.camera.y * this.scrollFactorY;
this.render();
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
}
// Update any Children
// for (var i = 0, len = this.children.length; i < len; i++)
// {
// this.children[i].postUpdate();
// }
};
/**
* Sets the world size to match the size of this layer.
*
* @method Phaser.TilemapLayer#resizeWorld
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.resizeWorld = function () {
this.game.world.setBounds(0, 0, this.layer.widthInPixels, this.layer.heightInPixels);
};
/**
* Take an x coordinate that doesn't account for scrollFactorX and 'fix' it
* into a scrolled local space. Used primarily internally
* @method Phaser.TilemapLayer#_fixX
* @memberof Phaser.TilemapLayer
* @private
* @param {number} x - x coordinate in camera space
* @return {number} x coordinate in scrollFactor-adjusted dimensions
*/
Phaser.TilemapLayer.prototype._fixX = function(x) {
if (x < 0)
{
x = 0;
}
if (this.scrollFactorX === 1)
{
return x;
}
return this._mc.x + (x - (this._mc.x / this.scrollFactorX));
};
/**
* Take an x coordinate that _does_ account for scrollFactorX and 'unfix' it
* back to camera space. Used primarily internally
* @method Phaser.TilemapLayer#_unfixX
* @memberof Phaser.TilemapLayer
* @private
* @param {number} x - x coordinate in scrollFactor-adjusted dimensions
* @return {number} x coordinate in camera space
*/
Phaser.TilemapLayer.prototype._unfixX = function(x) {
if (this.scrollFactorX === 1)
{
return x;
}
return (this._mc.x / this.scrollFactorX) + (x - this._mc.x);
};
/**
* Take a y coordinate that doesn't account for scrollFactorY and 'fix' it
* into a scrolled local space. Used primarily internally
* @method Phaser.TilemapLayer#_fixY
* @memberof Phaser.TilemapLayer
* @private
* @param {number} y - y coordinate in camera space
* @return {number} y coordinate in scrollFactor-adjusted dimensions
*/
Phaser.TilemapLayer.prototype._fixY = function(y) {
if (y < 0)
{
y = 0;
}
if (this.scrollFactorY === 1)
{
return y;
}
return this._mc.y + (y - (this._mc.y / this.scrollFactorY));
};
/**
* Take a y coordinate that _does_ account for scrollFactorY and 'unfix' it
* back to camera space. Used primarily internally
* @method Phaser.TilemapLayer#_unfixY
* @memberof Phaser.TilemapLayer
* @private
* @param {number} y - y coordinate in scrollFactor-adjusted dimensions
* @return {number} y coordinate in camera space
*/
Phaser.TilemapLayer.prototype._unfixY = function(y) {
if (this.scrollFactorY === 1)
{
return y;
}
return (this._mc.y / this.scrollFactorY) + (y - this._mc.y);
};
/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileX
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the point in target tile.
* @return {Phaser.Tile} The tile with specific properties.
*/
Phaser.TilemapLayer.prototype.getTileX = function (x) {
// var tileWidth = this.tileWidth * this.scale.x;
return this.game.math.snapToFloor(this._fixX(x), this.map.tileWidth) / this.map.tileWidth;
};
/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileY
* @memberof Phaser.TilemapLayer
* @param {number} y - Y position of the point in target tile.
* @return {Phaser.Tile} The tile with specific properties.
*/
Phaser.TilemapLayer.prototype.getTileY = function (y) {
// var tileHeight = this.tileHeight * this.scale.y;
return this.game.math.snapToFloor(this._fixY(y), this.map.tileHeight) / this.map.tileHeight;
};
/**
* Convert a pixel value to a tile coordinate.
* @method Phaser.TilemapLayer#getTileXY
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the point in target tile.
* @param {number} y - Y position of the point in target tile.
* @param {Phaser.Point|object} point - The Point object to set the x and y values on.
* @return {Phaser.Point|object} A Point object with its x and y properties set.
*/
Phaser.TilemapLayer.prototype.getTileXY = function (x, y, point) {
point.x = this.getTileX(x);
point.y = this.getTileY(y);
return point;
};
/**
* Gets all tiles that intersect with the given line.
*
* @method Phaser.TilemapLayer#getRayCastTiles
* @memberof Phaser.TilemapLayer
* @param {Phaser.Line} line - The line used to determine which tiles to return.
* @param {number} [stepRate] - How many steps through the ray will we check? If undefined or null it uses TilemapLayer.rayStepRate.
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
* @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces.
* @return {array<Phaser.Tile>} An array of Phaser.Tiles.
*/
Phaser.TilemapLayer.prototype.getRayCastTiles = function (line, stepRate, collides, interestingFace) {
if (typeof stepRate === 'undefined' || stepRate === null) { stepRate = this.rayStepRate; }
if (typeof collides === 'undefined') { collides = false; }
if (typeof interestingFace === 'undefined') { interestingFace = false; }
// First get all tiles that touch the bounds of the line
var tiles = this.getTiles(line.x, line.y, line.width, line.height, collides, interestingFace);
if (tiles.length === 0)
{
return [];
}
// Now we only want the tiles that intersect with the points on this line
var coords = line.coordinatesOnLine(stepRate);
var total = coords.length;
var results = [];
for (var i = 0; i < tiles.length; i++)
{
for (var t = 0; t < total; t++)
{
if (tiles[i].containsPoint(coords[t][0], coords[t][1]))
{
results.push(tiles[i]);
break;
}
}
}
return results;
};
/**
* Get all tiles that exist within the given area, defined by the top-left corner, width and height. Values given are in pixels, not tiles.
* @method Phaser.TilemapLayer#getTiles
* @memberof Phaser.TilemapLayer
* @param {number} x - X position of the top left corner.
* @param {number} y - Y position of the top left corner.
* @param {number} width - Width of the area to get.
* @param {number} height - Height of the area to get.
* @param {boolean} [collides=false] - If true only return tiles that collide on one or more faces.
* @param {boolean} [interestingFace=false] - If true only return tiles that have interesting faces.
* @return {array<Phaser.Tile>} An array of Phaser.Tiles.
*/
Phaser.TilemapLayer.prototype.getTiles = function (x, y, width, height, collides, interestingFace) {
// Should we only get tiles that have at least one of their collision flags set? (true = yes, false = no just get them all)
if (typeof collides === 'undefined') { collides = false; }
if (typeof interestingFace === 'undefined') { interestingFace = false; }
// adjust the x,y coordinates for scrollFactor
x = this._fixX(x);
y = this._fixY(y);
if (width > this.layer.widthInPixels)
{
width = this.layer.widthInPixels;
}
if (height > this.layer.heightInPixels)
{
height = this.layer.heightInPixels;
}
// Convert the pixel values into tile coordinates
this._mc.tx = this.game.math.snapToFloor(x, this._mc.cw) / this._mc.cw;
this._mc.ty = this.game.math.snapToFloor(y, this._mc.ch) / this._mc.ch;
this._mc.tw = (this.game.math.snapToCeil(width, this._mc.cw) + this._mc.cw) / this._mc.cw;
this._mc.th = (this.game.math.snapToCeil(height, this._mc.ch) + this._mc.ch) / this._mc.ch;
// This should apply the layer x/y here
this._results.length = 0;
for (var wy = this._mc.ty; wy < this._mc.ty + this._mc.th; wy++)
{
for (var wx = this._mc.tx; wx < this._mc.tx + this._mc.tw; wx++)
{
if (this.layer.data[wy] && this.layer.data[wy][wx])
{
if ((!collides && !interestingFace) || this.layer.data[wy][wx].isInteresting(collides, interestingFace))
{
this._results.push(this.layer.data[wy][wx]);
}
}
}
}
return this._results;
};
/**
* Internal function to update maximum values.
* @method Phaser.TilemapLayer#updateMax
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.updateMax = function () {
this._mc.maxX = this.game.math.ceil(this.canvas.width / this.map.tileWidth) + 1;
this._mc.maxY = this.game.math.ceil(this.canvas.height / this.map.tileHeight) + 1;
this.dirty = true;
};
/**
* Renders the tiles to the layer canvas and pushes to the display.
* @method Phaser.TilemapLayer#render
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.render = function () {
if (this.layer.dirty)
{
this.dirty = true;
}
if (!this.dirty || !this.visible)
{
return;
}
this._mc.prevX = this._mc.dx;
this._mc.prevY = this._mc.dy;
this._mc.dx = -(this._mc.x - (this._mc.startX * this.map.tileWidth));
this._mc.dy = -(this._mc.y - (this._mc.startY * this.map.tileHeight));
this._mc.tx = this._mc.dx;
this._mc.ty = this._mc.dy;
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.context.fillStyle = this.tileColor;
var tile;
var set;
if (this.debug)
{
this.context.globalAlpha = this.debugAlpha;
}
for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)
{
this._column = null;
if (y < 0 && this.wrap)
{
this._column = this.layer.data[y + this.map.height];
}
else if (y >= this.map.height && this.wrap)
{
this._column = this.layer.data[y - this.map.height];
}
else if (this.layer.data[y])
{
this._column = this.layer.data[y];
}
if (this._column)
{
for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)
{
var tile = null;
if (x < 0 && this.wrap)
{
tile = this._column[x + this.map.width];
}
else if (x >= this.map.width && this.wrap)
{
tile = this._column[x - this.map.width];
}
else if (this._column[x])
{
tile = this._column[x];
}
if (tile && tile.index > -1)
{
set = this.map.tilesets[this.map.tiles[tile.index][2]];
if (this.debug === false && tile.alpha !== this.context.globalAlpha)
{
this.context.globalAlpha = tile.alpha;
}
set.draw(this.context, Math.floor(this._mc.tx), Math.floor(this._mc.ty), tile.index);
if (tile.debug)
{
this.context.fillStyle = 'rgba(0, 255, 0, 0.4)';
this.context.fillRect(Math.floor(this._mc.tx), Math.floor(this._mc.ty), this.map.tileWidth, this.map.tileHeight);
}
}
this._mc.tx += this.map.tileWidth;
}
}
this._mc.tx = this._mc.dx;
this._mc.ty += this.map.tileHeight;
}
if (this.debug)
{
this.context.globalAlpha = 1;
this.renderDebug();
}
if (this.game.renderType === Phaser.WEBGL)
{
// PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl);
PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);
}
this.dirty = false;
this.layer.dirty = false;
return true;
};
/**
* Renders a collision debug overlay on-top of the canvas. Called automatically by render when debug = true.
* @method Phaser.TilemapLayer#renderDebug
* @memberof Phaser.TilemapLayer
*/
Phaser.TilemapLayer.prototype.renderDebug = function () {
this._mc.tx = this._mc.dx;
this._mc.ty = this._mc.dy;
this.context.strokeStyle = this.debugColor;
this.context.fillStyle = this.debugFillColor;
for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)
{
this._column = null;
if (y < 0 && this.wrap)
{
this._column = this.layer.data[y + this.map.height];
}
else if (y >= this.map.height && this.wrap)
{
this._column = this.layer.data[y - this.map.height];
}
else if (this.layer.data[y])
{
this._column = this.layer.data[y];
}
if (this._column)
{
for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)
{
var tile = null;
if (x < 0 && this.wrap)
{
tile = this._column[x + this.map.width];
}
else if (x >= this.map.width && this.wrap)
{
tile = this._column[x - this.map.width];
}
else if (this._column[x])
{
tile = this._column[x];
}
if (tile && (tile.faceTop || tile.faceBottom || tile.faceLeft || tile.faceRight))
{
this._mc.tx = Math.floor(this._mc.tx);
if (this.debugFill)
{
this.context.fillRect(this._mc.tx, this._mc.ty, this._mc.cw, this._mc.ch);
}
this.context.beginPath();
if (tile.faceTop)
{
this.context.moveTo(this._mc.tx, this._mc.ty);
this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty);
}
if (tile.faceBottom)
{
this.context.moveTo(this._mc.tx, this._mc.ty + this._mc.ch);
this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch);
}
if (tile.faceLeft)
{
this.context.moveTo(this._mc.tx, this._mc.ty);
this.context.lineTo(this._mc.tx, this._mc.ty + this._mc.ch);
}
if (tile.faceRight)
{
this.context.moveTo(this._mc.tx + this._mc.cw, this._mc.ty);
this.context.lineTo(this._mc.tx + this._mc.cw, this._mc.ty + this._mc.ch);
}
this.context.stroke();
}
this._mc.tx += this.map.tileWidth;
}
}
this._mc.tx = this._mc.dx;
this._mc.ty += this.map.tileHeight;
}
};
/**
* @name Phaser.TilemapLayer#scrollX
* @property {number} scrollX - Scrolls the map horizontally or returns the current x position.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollX", {
get: function () {
return this._mc.x;
},
set: function (value) {
if (value !== this._mc.x)
{
this._mc.x = value;
this._mc.startX = this.game.math.floor(this._mc.x / this.map.tileWidth);
this.dirty = true;
}
}
});
/**
* @name Phaser.TilemapLayer#scrollY
* @property {number} scrollY - Scrolls the map vertically or returns the current y position.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "scrollY", {
get: function () {
return this._mc.y;
},
set: function (value) {
if (value !== this._mc.y)
{
this._mc.y = value;
this._mc.startY = this.game.math.floor(this._mc.y / this.map.tileHeight);
this.dirty = true;
}
}
});
/**
* @name Phaser.TilemapLayer#collisionWidth
* @property {number} collisionWidth - The width of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionWidth", {
get: function () {
return this._mc.cw;
},
set: function (value) {
this._mc.cw = value;
this.dirty = true;
}
});
/**
* @name Phaser.TilemapLayer#collisionHeight
* @property {number} collisionHeight - The height of the collision tiles.
*/
Object.defineProperty(Phaser.TilemapLayer.prototype, "collisionHeight", {
get: function () {
return this._mc.ch;
},
set: function (value) {
this._mc.ch = value;
this.dirty = true;
}
});