Tilelayer Class
The Tilelayer is the visual tiled layer that actually displays on the screen
This class will be created by the Tilemap, there shouldn't be a reason to create an instance on your own.
Constructor
Tilelayer
-
map
-
layer
Parameters:
-
map
TilemapThe tilemap instance that this belongs to
-
layer
ObjectAll the settings for the layer
Item Index
Methods
- _freeTile
- _getInteractive
- _preRender
- _preRenderChunk
- _renderDown
- _renderLeft
- _renderRight
- _renderTiles
- _renderUp
- addChild
- addChildAt
- bringChildToTop
- clearTile
- clearTiles
- destroy
- destroyAllChildren
- disablePhysics
- emit
- enablePhysics
- hide
- moveTileSprite
- off
- on
- once
- onCollide
- onTileEvent
- pan
- removeAllChildren
- removeChild
- resize
- setMass
- setPosition
- setRotation
- setVelocity
- show
Properties
Methods
_freeTile
-
tx
-
ty
Frees a tile in the list back into the pool
Parameters:
-
tx
NumberThe x-coord of the tile in tile coords (not world coords)
-
ty
NumberThe y-coord of the tile in tile coords (not world coords)
_getInteractive
-
set
-
props
Checks if an object should be marked as interactive
Parameters:
-
set
TilesetThe tileset for the object
-
props
ObjectThe Tiled properties object
Returns:
Whether or not the item is interactive
_preRender
()
private
Renders the map onto different canvases, one per chunk. This only runs once then the canvases are used as a textures for tiles the size of chunks.
_preRenderChunk
-
cx
-
cy
-
w
-
h
Renders a single chunk to a single canvas and creates/places the tile instance for it.
Parameters:
-
cx
NumberThe x-coord of this chunk's top left
-
cy
NumberThe y-coord of this chunk's top left
-
w
NumberThe width of this chunk
-
h
NumberThe height of this chunk
_renderDown
-
[forceNew=false]
Renders tiles to the bottom, pulling from the far top
Parameters:
-
[forceNew=false]
Boolean optionalIf set to true, new tiles are created instead of trying to recycle
_renderLeft
-
[forceNew=false]
Renders tiles to the left, pulling from the far right
Parameters:
-
[forceNew=false]
Boolean optionalIf set to true, new tiles are created instead of trying to recycle
_renderRight
-
[forceNew=false]
Renders tiles to the right, pulling from the far left
Parameters:
-
[forceNew=false]
Boolean optionalIf set to true, new tiles are created instead of trying to recycle
_renderTiles
-
sx
-
sy
-
sw
-
sh
Renders the tiles for the viewport
Parameters:
-
sx
NumberThe x-coord in the map to start rendering
-
sy
NumberThe y-coord in the map to start rendering
-
sw
NumberThe width of the viewport
-
sh
NumberThe height of the viewport
_renderUp
-
[forceNew=false]
Renders tiles to the top, pulling from the far bottom
Parameters:
-
[forceNew=false]
Boolean optionalIf set to true, new tiles are created instead of trying to recycle
addChildAt
-
child
-
index
Adds a child to the object at a specified index. If the index is out of bounds an error will be thrown
clearTile
-
tile
-
remove
Clears a tile currently used to render the layer
Parameters:
-
tile
TileThe tile object to clear
-
remove
BooleanShould this tile be completely removed (never to bee seen again)
Returns:
Returns itself.
clearTiles
-
remove
Clears all the tiles currently used to render the layer
Parameters:
-
remove
BooleanShould this tile be completely removed (never to bee seen again)
Returns:
Returns itself.
destroy
()
Destroys the tile layer completely
destroyAllChildren
()
Container
chainable
Destroys all the children of the object.
Returns:
Returns itself.
disablePhysics
()
Mixed
chainable
async
Disbales physics for this sprite
Returns:
Returns itself.
emit
-
type
-
data
Emits an event which will run all registered listeners for the event type
Parameters:
-
type
StringThe event name to emit
-
data
MixedAny data you want passed along with the event
Returns:
Returns itself.
enablePhysics
-
system
Enables physics for this sprite
Parameters:
-
system
PhysicsSystemThe system for the sprite to be in
Returns:
Returns itself.
hide
()
Container
chainable
Sets the container to visible = false
Returns:
Returns itself.
moveTileSprite
-
fromTileX
-
fromTileY
-
toTileX
-
toTileY
Moves a tile sprite from one position to another, and creates a new tile if the old position didn't have a sprite
Parameters:
-
fromTileX
NumberThe x coord of the tile in units of tiles (not pixels) to move from
-
fromTileY
NumberThe y coord of the tile in units of tiles (not pixels) to move from
-
toTileX
NumberThe x coord of the tile in units of tiles (not pixels) to move to
-
toTileY
NumberThe y coord of the tile in units of tiles (not pixels) to move to
Returns:
The sprite to display
off
-
type
-
listener
Removes a listener function for an event type
Parameters:
-
type
StringThe event name to emit
-
listener
FunctionThe function to remove
Returns:
Returns itself.
on
-
type
-
listener
Registers a listener function to be run on an event occurance
Parameters:
-
type
StringThe event name to listen for
-
listener
FunctionThe function to execute when the event happens
Returns:
Returns itself.
once
-
type
-
listener
Registers a one-time callback for an event
Parameters:
-
type
StringThe event name to listen for
-
listener
Functionthe callback to call when the event occurs
Returns:
Returns itself.
onCollide
-
obj
-
collision
Called whenever a collision occurs
Parameters:
Returns:
If you return false
explicitly the engine will not
solve the collision. In this way you can make thing "not collide" if
you don't want their types to collide.
onTileEvent
-
eventName
-
tile
-
data
Called whenever a tile event occurs, this is used to echo to the parent.
Parameters:
-
eventName
StringThe name of the event
-
tile
TileThe tile the event happened to
-
data
MixedThe event data that was passed along
pan
-
dx
-
dy
Pans the layer around, rendering stuff if necessary
Parameters:
-
dx
Number | PointThe x amount to pan, if a Point is passed the dy param is ignored
-
dy
NumberThe y ammount to pan
Returns:
Returns itself.
removeAllChildren
()
Container
chainable
Removes all children from the object.
Returns:
Returns itself.
resize
-
width
-
height
Creates all the tile sprites needed to display the layer
Parameters:
-
width
NumberThe number of tiles in the X direction to render
-
height
NumberThe number of tiles in the Y direction to render
Returns:
Returns itself.
setMass
-
mass
Sets the mass of this sprite
Parameters:
-
mass
NumberThe new mass of the object
Returns:
Returns itself.
setPosition
-
x
-
y
Sets the position of this sprite
Parameters:
-
x
Number -
y
Number
Returns:
Returns itself.
setRotation
-
rotation
Sets the rotation of this sprite
Parameters:
-
rotation
NumberThe new rotation of the object in radians
Returns:
Returns itself.
setVelocity
-
velocity
Sets the velocity of this sprite
Parameters:
-
velocity
VectorThe new velocity of the object
Returns:
Returns itself.
Properties
_phys
Object
private
The physics namespace that all physics properties go into. Those properties are:
- system {PhysicsSystem} PhysicsSystem that this object is a part of.
- active {Boolean} Whether or not this target is actively having physics simulated.
Default: {}
alpha
Number
The opacity of the object.
children
Array
[read-only] The of children of this object.
hitArea
Rectangle | Polygon | Circle | Ellipse
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
inertia
Number
The moment of inertia of this object, only set this before enabling physics (has no effect after enabling)
Default: 0
interactive
Boolean
Wether or not the object will handle mouse events
Default: false
mass
Number
The mass of this object, please use setMass to set this value
Default: 0
name
String
The name of the layer
Default: ''
parent
DisplayObject
[read-only] The display object that contains this display object.
position
Point
The coordinate of the object relative to the local coordinates of the parent.
preRender
Boolean
Is this layer supposed to be preRendered?
Default: false
properties
Object
The user-defined properties of this group. Usually defined in the TiledEditor
rotation
Number
The rotation of the object in radians.
scale
Point
The scale factor of the object.
stage
Stage
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
tileIds
Uint32Array
The tile IDs of the tilemap
tiles
Object
The current map of all tiles on the screen
type
String
The Tiled type of tile layer, should always be 'tilelayer'
Default: 'tilelayer'
visible
Boolean
The visibility of the object.
Events
click
A callback that is used when the users clicks on the displayObject with their mouse
Event Payload:
-
interactionData
InteractionData
collision
On Collision Event called when this sprite collides into another, or is being collided into by another. By default if something collides with a collectable sprite we destroy the collectable and if we collide with a solid tile we kill our velocity. This method will emit a 'collision' event that you can listen for
mousedown
A callback that is used when the user clicks the mouse down over the displayObject
Event Payload:
-
interactionData
InteractionData
mousemove
A callback that is used when the user moves the mouse while over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseout
A callback that is used when the users mouse leaves the displayObject
Event Payload:
-
interactionData
InteractionData
mouseover
A callback that is used when the users mouse rolls over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseup
A callback that is used when the user releases the mouse that was over the displayObject for this callback to be fired the mouse must have been pressed down over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseupoutside
A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject for this callback to be fired, The touch must have started over the displayObject
Event Payload:
-
interactionData
InteractionData
separate
On Seperate Event called when this sprite collides into another, or is being collided into by another. By default if something collides with a collectable sprite we destroy the collectable and if we collide with a solid tile we kill our velocity. This method will emit a 'collision' event that you can listen for
Event Payload:
-
obj
SpriteColliding sprite
-
colShape
cp.ShapeThe colliding physics shape
-
myShape
cp.ShapeYour physics shape that caused the collision
tap
A callback that is used when the users taps on the displayObject with their finger basically a touch version of click
Event Payload:
-
interactionData
InteractionData
touchend
A callback that is used when the user releases a touch over the displayObject
Event Payload:
-
interactionData
InteractionData
touchendoutside
A callback that is used when the user releases the touch that was over the displayObject for this callback to be fired, The touch must have started over the displayObject
Event Payload:
-
interactionData
InteractionData
touchstart
A callback that is used when the user touch's over the displayObject
Event Payload:
-
interactionData
InteractionData