/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ /** *

cc.TMXLayer represents the TMX layer.

* *

It is a subclass of cc.SpriteBatchNode. By default the tiles are rendered using a cc.TextureAtlas.
* If you modify a tile on runtime, then, that tile will become a cc.Sprite, otherwise no cc.Sprite objects are created.
* The benefits of using cc.Sprite objects as tiles are:
* - tiles (cc.Sprite) can be rotated/scaled/moved with a nice API

* *

If the layer contains a property named "cc.vertexz" with an integer (in can be positive or negative),
* then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth.

* *

On the other hand, if the "cc.vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value.
* Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be:

* * glAlphaFunc( GL_GREATER, value )
* *

"value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer.
* The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different value, like 0.5.

* @class * @extends cc.SpriteBatchNode */ cc.TMXLayer = cc.SpriteBatchNode.extend(/** @lends cc.TMXLayer# */{ //size of the layer in tiles _layerSize: null, _mapTileSize: null, _tiles: null, _tileSet: null, _layerOrientation: null, _properties: null, //name of the layer _layerName: "", //TMX Layer supports opacity _opacity: 255, _minGID: null, _maxGID: null, //Only used when vertexZ is used _vertexZvalue: null, _useAutomaticVertexZ: null, _alphaFuncValue: null, //used for optimization _reusedTile: null, _atlasIndexArray: null, //used for retina display _contentScaleFactor: null, _cacheCanvas:null, _cacheContext:null, _cacheTexture:null, // Sub caches for avoid Chrome big image draw issue _subCacheCanvas:null, _subCacheContext:null, _subCacheCount:0, _subCacheWidth:0, // Maximum pixel number by cache, a little more than 3072*3072, real limit is 4096*4096 _maxCachePixel:10000000, /** * Constructor */ ctor:function () { cc.SpriteBatchNode.prototype.ctor.call(this); this._descendants = []; this._layerSize = cc.SizeZero(); this._mapTileSize = cc.SizeZero(); if(cc.renderContextType === cc.CANVAS){ var locCanvas = cc.canvas; var tmpCanvas = document.createElement('canvas'); tmpCanvas.width = locCanvas.width; tmpCanvas.height = locCanvas.height; this._cacheCanvas = tmpCanvas; this._cacheContext = this._cacheCanvas.getContext('2d'); var tempTexture = new cc.Texture2D(); tempTexture.initWithElement(tmpCanvas); tempTexture.handleLoadedTexture(); this._cacheTexture = tempTexture; this.setContentSize(locCanvas.width, locCanvas.height); } }, /** * Sets the untransformed size of the TMXLayer. * @override * @param {cc.Size|Number} size The untransformed size of the TMXLayer or The untransformed size's width of the TMXLayer. * @param {Number} [height] The untransformed size's height of the TMXLayer. */ setContentSize:function (size, height) { var locContentSize = this._contentSize; cc.Node.prototype.setContentSize.call(this, size, height); if(cc.renderContextType === cc.CANVAS){ var locCanvas = this._cacheCanvas; var scaleFactor = cc.CONTENT_SCALE_FACTOR(); locCanvas.width = 0 | (locContentSize.width * 1.5 * scaleFactor); locCanvas.height = 0 | (locContentSize.height * 1.5 * scaleFactor); this._cacheContext.translate(0, locCanvas.height); var locTexContentSize = this._cacheTexture._contentSize; locTexContentSize.width = locCanvas.width; locTexContentSize.height = locCanvas.height; // Init sub caches if needed var totalPixel = locCanvas.width * locCanvas.height; if(totalPixel > this._maxCachePixel) { if(!this._subCacheCanvas) this._subCacheCanvas = []; if(!this._subCacheContext) this._subCacheContext = []; this._subCacheCount = Math.ceil( totalPixel / this._maxCachePixel ); var locSubCacheCanvas = this._subCacheCanvas, i; for(i = 0; i < this._subCacheCount; i++) { if(!locSubCacheCanvas[i]) { locSubCacheCanvas[i] = document.createElement('canvas'); this._subCacheContext[i] = locSubCacheCanvas[i].getContext('2d'); } var tmpCanvas = locSubCacheCanvas[i]; tmpCanvas.width = this._subCacheWidth = Math.round( locCanvas.width / this._subCacheCount ); tmpCanvas.height = locCanvas.height; } // Clear wasted cache to release memory for(i = this._subCacheCount; i < locSubCacheCanvas.length; i++) { tmpCanvas.width = 0; tmpCanvas.height = 0; } } // Otherwise use count as a flag to disable sub caches else this._subCacheCount = 0; } }, /** * Return texture of cc.SpriteBatchNode * @return {cc.Texture2D} */ getTexture:function () { if(cc.renderContextType === cc.CANVAS) return this._cacheTexture; else return cc.SpriteBatchNode.prototype.getTexture.call(this); }, /** * don't call visit on it's children ( override visit of cc.Node ) * @override * @param {CanvasRenderingContext2D} ctx */ visit: null, _visitForCanvas: function (ctx) { var context = ctx || cc.renderContext; // quick return if not visible if (!this._visible) return; context.save(); this.transform(ctx); var i, locChildren = this._children; if (this._cacheDirty) { // var eglViewer = cc.EGLView.getInstance(); eglViewer._setScaleXYForRenderTexture(); //add dirty region var locCacheContext = this._cacheContext, locCacheCanvas = this._cacheCanvas; locCacheContext.clearRect(0, 0, locCacheCanvas.width, -locCacheCanvas.height); locCacheContext.save(); locCacheContext.translate(this._anchorPointInPoints.x, -(this._anchorPointInPoints.y)); if (locChildren) { this.sortAllChildren(); for (i = 0; i < locChildren.length; i++) { if (locChildren[i]) locChildren[i].visit(locCacheContext); } } locCacheContext.restore(); // Update sub caches if needed if(this._subCacheCount > 0) { var subCacheW = this._subCacheWidth, subCacheH = locCacheCanvas.height; for(i = 0; i < this._subCacheCount; i++) { this._subCacheContext[i].drawImage(locCacheCanvas, i * subCacheW, 0, subCacheW, subCacheH, 0, 0, subCacheW, subCacheH); } } //reset Scale eglViewer._resetScale(); this._cacheDirty = false; } // draw RenderTexture this.draw(ctx); context.restore(); }, /** * draw cc.SpriteBatchNode (override draw of cc.Node) * @param {CanvasRenderingContext2D} ctx */ draw:null, _drawForCanvas:function (ctx) { var context = ctx || cc.renderContext; //context.globalAlpha = this._opacity / 255; var posX = 0 | ( -this._anchorPointInPoints.x), posY = 0 | ( -this._anchorPointInPoints.y); var eglViewer = cc.EGLView.getInstance(); var locCacheCanvas = this._cacheCanvas; //direct draw image by canvas drawImage if (locCacheCanvas) { var locSubCacheCount = this._subCacheCount, locCanvasHeight = locCacheCanvas.height * eglViewer._scaleY; if(locSubCacheCount > 0) { var locSubCacheCanvasArr = this._subCacheCanvas; for(var i = 0; i < locSubCacheCount; i++){ var selSubCanvas = locSubCacheCanvasArr[i]; context.drawImage(locSubCacheCanvasArr[i], 0, 0, selSubCanvas.width, selSubCanvas.height, posX + i * this._subCacheWidth, -(posY + locCanvasHeight), selSubCanvas.width * eglViewer._scaleX, locCanvasHeight); } } else{ //context.drawImage(locCacheCanvas, 0, 0, locCacheCanvas.width, locCacheCanvas.height, // posX, -(posY + locCacheCanvas.height ), locCacheCanvas.width, locCacheCanvas.height ); context.drawImage(locCacheCanvas, 0, 0, locCacheCanvas.width, locCacheCanvas.height, posX, -(posY + locCanvasHeight), locCacheCanvas.width * eglViewer._scaleX, locCanvasHeight); } } }, /** * @return {cc.Size} */ getLayerSize:function () { return cc.size(this._layerSize.width, this._layerSize.height); }, /** * @param {cc.Size} Var */ setLayerSize:function (Var) { this._layerSize.width = Var.width; this._layerSize.height = Var.height; }, /** * Size of the map's tile (could be different from the tile's size) * @return {cc.Size} */ getMapTileSize:function () { return cc.size(this._mapTileSize.width,this._mapTileSize.height); }, /** * @param {cc.Size} Var */ setMapTileSize:function (Var) { this._mapTileSize.width = Var.width; this._mapTileSize.height = Var.height; }, /** * Pointer to the map of tiles * @return {Array} */ getTiles:function () { return this._tiles; }, /** * @param {Array} Var */ setTiles:function (Var) { this._tiles = Var; }, /** * Tile set information for the layer * @return {cc.TMXTilesetInfo} */ getTileSet:function () { return this._tileSet; }, /** * @param {cc.TMXTilesetInfo} Var */ setTileSet:function (Var) { this._tileSet = Var; }, /** * Layer orientation, which is the same as the map orientation * @return {Number} */ getLayerOrientation:function () { return this._layerOrientation; }, /** * @param {Number} Var */ setLayerOrientation:function (Var) { this._layerOrientation = Var; }, /** * properties from the layer. They can be added using Tiled * @return {Array} */ getProperties:function () { return this._properties; }, /** * @param {Array} Var */ setProperties:function (Var) { this._properties = Var; }, /** * Initializes a cc.TMXLayer with a tileset info, a layer info and a map info * @param {cc.TMXTilesetInfo} tilesetInfo * @param {cc.TMXLayerInfo} layerInfo * @param {cc.TMXMapInfo} mapInfo * @return {Boolean} */ initWithTilesetInfo:function (tilesetInfo, layerInfo, mapInfo) { // XXX: is 35% a good estimate ? var size = layerInfo._layerSize; var totalNumberOfTiles = parseInt(size.width * size.height); var capacity = totalNumberOfTiles * 0.35 + 1; // 35 percent is occupied ? var texture; if (tilesetInfo) texture = cc.TextureCache.getInstance().addImage(tilesetInfo.sourceImage); if (this.initWithTexture(texture, capacity)) { // layerInfo this._layerName = layerInfo.name; this._layerSize = size; this._tiles = layerInfo._tiles; this._minGID = layerInfo._minGID; this._maxGID = layerInfo._maxGID; this._opacity = layerInfo._opacity; this.setProperties(layerInfo.getProperties()); this._contentScaleFactor = cc.Director.getInstance().getContentScaleFactor(); // tilesetInfo this._tileSet = tilesetInfo; // mapInfo this._mapTileSize = mapInfo.getTileSize(); this._layerOrientation = mapInfo.getOrientation(); // offset (after layer orientation is set); var offset = this._calculateLayerOffset(layerInfo.offset); this.setPosition(cc.POINT_PIXELS_TO_POINTS(offset)); this._atlasIndexArray = []; this.setContentSize(cc.SIZE_PIXELS_TO_POINTS(cc.size(this._layerSize.width * this._mapTileSize.width, this._layerSize.height * this._mapTileSize.height))); this._useAutomaticVertexZ = false; this._vertexZvalue = 0; return true; } return false; }, /** *

Dealloc the map that contains the tile position from memory.
* Unless you want to know at runtime the tiles positions, you can safely call this method.
* If you are going to call layer.getTileGIDAt() then, don't release the map

*/ releaseMap:function () { if (this._tiles) this._tiles = null; if (this._atlasIndexArray) this._atlasIndexArray = null; }, /** *

Returns the tile (cc.Sprite) at a given a tile coordinate.
* The returned cc.Sprite will be already added to the cc.TMXLayer. Don't add it again.
* The cc.Sprite can be treated like any other cc.Sprite: rotated, scaled, translated, opacity, color, etc.
* You can remove either by calling:
* - layer.removeChild(sprite, cleanup);
* - or layer.removeTileAt(ccp(x,y));

* @param {cc.Point} pos * @return {cc.Sprite} */ getTileAt: function (pos) { if(!pos) throw "cc.TMXLayer.getTileAt(): pos should be non-null"; if(pos.x >= this._layerSize.width || pos.y >= this._layerSize.height || pos.x < 0 || pos.y < 0) throw "cc.TMXLayer.getTileAt(): invalid position"; if(!this._tiles || !this._atlasIndexArray){ cc.log("cc.TMXLayer.getTileAt(): TMXLayer: the tiles map has been released"); return null; } var tile = null; var gid = this.getTileGIDAt(pos); // if GID == 0, then no tile is present if (gid === 0) return tile; var z = 0 | (pos.x + pos.y * this._layerSize.width); tile = this.getChildByTag(z); // tile not created yet. create it if (!tile) { var rect = this._tileSet.rectForGID(gid); rect = cc.RECT_PIXELS_TO_POINTS(rect); tile = new cc.Sprite(); tile.initWithTexture(this.getTexture(), rect); tile.setBatchNode(this); tile.setPosition(this.getPositionAt(pos)); tile.setVertexZ(this._vertexZForPos(pos)); tile.setAnchorPoint(0,0); tile.setOpacity(this._opacity); var indexForZ = this._atlasIndexForExistantZ(z); this.addSpriteWithoutQuad(tile, indexForZ, z); } return tile; }, /** * Returns the tile gid at a given tile coordinate.
* if it returns 0, it means that the tile is empty.
* This method requires the the tile map has not been previously released (eg. don't call layer.releaseMap())
* @param {cc.Point} pos * @return {Number} */ getTileGIDAt:function (pos) { if(!pos) throw "cc.TMXLayer.getTileGIDAt(): pos should be non-null"; if(pos.x >= this._layerSize.width || pos.y >= this._layerSize.height || pos.x < 0 || pos.y < 0) throw "cc.TMXLayer.getTileGIDAt(): invalid position"; if(!this._tiles || !this._atlasIndexArray){ cc.log("cc.TMXLayer.getTileGIDAt(): TMXLayer: the tiles map has been released"); return null; } var idx = 0 | (pos.x + pos.y * this._layerSize.width); // Bits on the far end of the 32-bit global tile ID are used for tile flags var tile = this._tiles[idx]; return (tile & cc.TMX_TILE_FLIPPED_MASK) >>> 0; }, // XXX: deprecated // tileGIDAt:getTileGIDAt, /** * lipped tiles can be changed dynamically * @param {cc.Point} pos * @return {Number} */ getTileFlagsAt:function (pos) { if(!pos) throw "cc.TMXLayer.getTileFlagsAt(): pos should be non-null"; if(pos.x >= this._layerSize.width || pos.y >= this._layerSize.height || pos.x < 0 || pos.y < 0) throw "cc.TMXLayer.getTileFlagsAt(): invalid position"; if(!this._tiles || !this._atlasIndexArray){ cc.log("cc.TMXLayer.getTileFlagsAt(): TMXLayer: the tiles map has been released"); return null; } var idx = 0 | (pos.x + pos.y * this._layerSize.width); // Bits on the far end of the 32-bit global tile ID are used for tile flags var tile = this._tiles[idx]; return (tile & cc.TMX_TILE_FLIPPED_ALL) >>> 0; }, // XXX: deprecated // tileFlagAt:getTileFlagsAt, /** *

Sets the tile gid (gid = tile global id) at a given tile coordinate.
* The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor . Tileset Mgr +1.
* If a tile is already placed at that position, then it will be removed.

* @param {Number} gid * @param {cc.Point} pos * @param {Number} flags */ setTileGID:function (gid, pos, flags) { if(!pos) throw "cc.TMXLayer.setTileGID(): pos should be non-null"; if(pos.x >= this._layerSize.width || pos.y >= this._layerSize.height || pos.x < 0 || pos.y < 0) throw "cc.TMXLayer.setTileGID(): invalid position"; if(!this._tiles || !this._atlasIndexArray){ cc.log("cc.TMXLayer.setTileGID(): TMXLayer: the tiles map has been released"); return null; } if(gid !== 0 && gid < this._tileSet.firstGid){ cc.log( "cc.TMXLayer.setTileGID(): invalid gid:" + gid); return null; } flags = flags || 0; this._setNodeDirtyForCache(); var currentFlags = this.getTileFlagsAt(pos); var currentGID = this.getTileGIDAt(pos); if (currentGID != gid || currentFlags != flags) { var gidAndFlags = (gid | flags) >>> 0; // setting gid=0 is equal to remove the tile if (gid === 0) this.removeTileAt(pos); else if (currentGID === 0) // empty tile. create a new one this._insertTileForGID(gidAndFlags, pos); else { // modifying an existing tile with a non-empty tile var z = pos.x + pos.y * this._layerSize.width; var sprite = this.getChildByTag(z); if (sprite) { var rect = this._tileSet.rectForGID(gid); rect = cc.RECT_PIXELS_TO_POINTS(rect); sprite.setTextureRect(rect, false, rect._size); if (flags != null) this._setupTileSprite(sprite, pos, gidAndFlags); this._tiles[z] = gidAndFlags; } else this._updateTileForGID(gidAndFlags, pos); } } }, /** * Removes a tile at given tile coordinate * @param {cc.Point} pos */ removeTileAt:function (pos) { if(!pos) throw "cc.TMXLayer.removeTileAt(): pos should be non-null"; if(pos.x >= this._layerSize.width || pos.y >= this._layerSize.height || pos.x < 0 || pos.y < 0) throw "cc.TMXLayer.removeTileAt(): invalid position"; if(!this._tiles || !this._atlasIndexArray){ cc.log("cc.TMXLayer.removeTileAt(): TMXLayer: the tiles map has been released"); return null; } var gid = this.getTileGIDAt(pos); if (gid !== 0) { if (cc.renderContextType === cc.CANVAS) this._setNodeDirtyForCache(); var z = 0 | (pos.x + pos.y * this._layerSize.width); var atlasIndex = this._atlasIndexForExistantZ(z); // remove tile from GID map this._tiles[z] = 0; // remove tile from atlas position array cc.ArrayRemoveObjectAtIndex(this._atlasIndexArray, atlasIndex); // remove it from sprites and/or texture atlas var sprite = this.getChildByTag(z); if (sprite) cc.SpriteBatchNode.prototype.removeChild.call(this, sprite, true); //this.removeChild(sprite, true); else { if(cc.renderContextType === cc.WEBGL) this._textureAtlas.removeQuadAtIndex(atlasIndex); // update possible children if (this._children) { var locChildren = this._children; for (var i = 0, len = locChildren.length; i < len; i++) { var child = locChildren[i]; if (child) { var ai = child.getAtlasIndex(); if (ai >= atlasIndex) child.setAtlasIndex(ai - 1); } } } } } }, /** * Returns the position in pixels of a given tile coordinate * @param {cc.Point} pos * @return {cc.Point} */ getPositionAt:function (pos) { var ret = cc.PointZero(); switch (this._layerOrientation) { case cc.TMX_ORIENTATION_ORTHO: ret = this._positionForOrthoAt(pos); break; case cc.TMX_ORIENTATION_ISO: ret = this._positionForIsoAt(pos); break; case cc.TMX_ORIENTATION_HEX: ret = this._positionForHexAt(pos); break; } return cc.POINT_PIXELS_TO_POINTS(ret); }, // XXX: Deprecated. For backward compatibility only // positionAt:getPositionAt, /** * Return the value for the specific property name * @param {String} propertyName * @return {*} */ getProperty:function (propertyName) { return this._properties[propertyName]; }, /** * Creates the tiles */ setupTiles:function () { // Optimization: quick hack that sets the image size on the tileset if (cc.renderContextType === cc.CANVAS) { this._tileSet.imageSize = this._originalTexture.getContentSizeInPixels(); } else { this._tileSet.imageSize = this._textureAtlas.getTexture().getContentSizeInPixels(); // By default all the tiles are aliased // pros: // - easier to render // cons: // - difficult to scale / rotate / etc. this._textureAtlas.getTexture().setAliasTexParameters(); } // Parse cocos2d properties this._parseInternalProperties(); if (cc.renderContextType === cc.CANVAS) this._setNodeDirtyForCache(); var locLayerHeight = this._layerSize.height, locLayerWidth = this._layerSize.width; for (var y = 0; y < locLayerHeight; y++) { for (var x = 0; x < locLayerWidth; x++) { var pos = x + locLayerWidth * y; var gid = this._tiles[pos]; // XXX: gid == 0 -. empty tile if (gid !== 0) { this._appendTileForGID(gid, cc.p(x, y)); // Optimization: update min and max GID rendered by the layer this._minGID = Math.min(gid, this._minGID); this._maxGID = Math.max(gid, this._maxGID); } } } if (!((this._maxGID >= this._tileSet.firstGid) && (this._minGID >= this._tileSet.firstGid))) { cc.log("cocos2d:TMX: Only 1 tileset per layer is supported"); } }, /** * cc.TMXLayer doesn't support adding a cc.Sprite manually. * @warning addChild(child); is not supported on cc.TMXLayer. Instead of setTileGID. * @param {cc.Node} child * @param {number} zOrder * @param {number} tag */ addChild:function (child, zOrder, tag) { cc.log("addChild: is not supported on cc.TMXLayer. Instead use setTileGID or tileAt."); }, /** * Remove child * @param {cc.Sprite} sprite * @param {Boolean} cleanup */ removeChild:function (sprite, cleanup) { // allows removing nil objects if (!sprite) return; if(this._children.indexOf(sprite) === -1){ cc.log("cc.TMXLayer.removeChild(): Tile does not belong to TMXLayer"); return; } if (cc.renderContextType === cc.CANVAS) this._setNodeDirtyForCache(); var atlasIndex = sprite.getAtlasIndex(); //cc.ArrayGetIndexOfObject(this._children, sprite); var zz = this._atlasIndexArray[atlasIndex]; this._tiles[zz] = 0; cc.ArrayRemoveObjectAtIndex(this._atlasIndexArray, atlasIndex); cc.SpriteBatchNode.prototype.removeChild.call(this, sprite, cleanup); }, /** * @return {String} */ getLayerName:function () { return this._layerName.toString(); }, /** * @param {String} layerName */ setLayerName:function (layerName) { this._layerName = layerName; }, _positionForIsoAt:function (pos) { return cc.p(this._mapTileSize.width / 2 * ( this._layerSize.width + pos.x - pos.y - 1), this._mapTileSize.height / 2 * (( this._layerSize.height * 2 - pos.x - pos.y) - 2)); }, _positionForOrthoAt:function (pos) { return cc.p(pos.x * this._mapTileSize.width, (this._layerSize.height - pos.y - 1) * this._mapTileSize.height); }, _positionForHexAt:function (pos) { var diffY = (pos.x % 2 == 1) ? (-this._mapTileSize.height / 2) : 0; return cc.p(pos.x * this._mapTileSize.width * 3 / 4, (this._layerSize.height - pos.y - 1) * this._mapTileSize.height + diffY); }, _calculateLayerOffset:function (pos) { var ret = cc.PointZero(); switch (this._layerOrientation) { case cc.TMX_ORIENTATION_ORTHO: ret = cc.p(pos.x * this._mapTileSize.width, -pos.y * this._mapTileSize.height); break; case cc.TMX_ORIENTATION_ISO: ret = cc.p((this._mapTileSize.width / 2) * (pos.x - pos.y), (this._mapTileSize.height / 2 ) * (-pos.x - pos.y)); break; case cc.TMX_ORIENTATION_HEX: if(pos.x !== 0 || pos.y !== 0) cc.log("offset for hexagonal map not implemented yet"); break; } return ret; }, _appendTileForGID:function (gid, pos) { var rect = this._tileSet.rectForGID(gid); rect = cc.RECT_PIXELS_TO_POINTS(rect); var z = 0 | (pos.x + pos.y * this._layerSize.width); var tile = this._reusedTileWithRect(rect); this._setupTileSprite(tile, pos, gid); // optimization: // The difference between appendTileForGID and insertTileforGID is that append is faster, since // it appends the tile at the end of the texture atlas var indexForZ = this._atlasIndexArray.length; // don't add it using the "standard" way. this.insertQuadFromSprite(tile, indexForZ); // append should be after addQuadFromSprite since it modifies the quantity values this._atlasIndexArray = cc.ArrayAppendObjectToIndex(this._atlasIndexArray, z, indexForZ); return tile; }, _insertTileForGID:function (gid, pos) { var rect = this._tileSet.rectForGID(gid); rect = cc.RECT_PIXELS_TO_POINTS(rect); var z = 0 | (pos.x + pos.y * this._layerSize.width); var tile = this._reusedTileWithRect(rect); this._setupTileSprite(tile, pos, gid); // get atlas index var indexForZ = this._atlasIndexForNewZ(z); // Optimization: add the quad without adding a child this.insertQuadFromSprite(tile, indexForZ); // insert it into the local atlasindex array this._atlasIndexArray = cc.ArrayAppendObjectToIndex(this._atlasIndexArray, z, indexForZ); // update possible children if (this._children) { var locChildren = this._children; for (var i = 0, len = locChildren.length; i < len; i++) { var child = locChildren[i]; if (child) { var ai = child.getAtlasIndex(); if (ai >= indexForZ) child.setAtlasIndex(ai + 1); } } } this._tiles[z] = gid; return tile; }, _updateTileForGID:function (gid, pos) { var rect = this._tileSet.rectForGID(gid); var locScaleFactor = this._contentScaleFactor; rect = cc.rect(rect.x / locScaleFactor, rect.y / locScaleFactor, rect.width / locScaleFactor, rect.height / locScaleFactor); var z = pos.x + pos.y * this._layerSize.width; var tile = this._reusedTileWithRect(rect); this._setupTileSprite(tile, pos, gid); // get atlas index var indexForZ = this._atlasIndexForExistantZ(z); tile.setAtlasIndex(indexForZ); tile.setDirty(true); tile.updateTransform(); this._tiles[z] = gid; return tile; }, //The layer recognizes some special properties, like cc_vertez _parseInternalProperties:function () { // if cc_vertex=automatic, then tiles will be rendered using vertexz var vertexz = this.getProperty("cc_vertexz"); if (vertexz) { if (vertexz == "automatic") { this._useAutomaticVertexZ = true; var alphaFuncVal = this.getProperty("cc_alpha_func"); var alphaFuncValue = 0; if (alphaFuncVal) alphaFuncValue = parseFloat(alphaFuncVal); if (cc.renderContextType === cc.WEBGL) { this.setShaderProgram(cc.ShaderCache.getInstance().programForKey(cc.SHADER_POSITION_TEXTURECOLORALPHATEST)); var alphaValueLocation = cc.renderContext.getUniformLocation(this.getShaderProgram().getProgram(), cc.UNIFORM_ALPHA_TEST_VALUE_S); // NOTE: alpha test shader is hard-coded to use the equivalent of a glAlphaFunc(GL_GREATER) comparison this.getShaderProgram().use(); this.getShaderProgram().setUniformLocationWith1f(alphaValueLocation, alphaFuncValue); } } else this._vertexZvalue = parseInt(vertexz, 10); } }, _setupTileSprite:function (sprite, pos, gid) { var z = pos.x + pos.y * this._layerSize.width; sprite.setPosition(this.getPositionAt(pos)); if (cc.renderContextType === cc.WEBGL) sprite.setVertexZ(this._vertexZForPos(pos)); else sprite.setTag(z); sprite.setAnchorPoint(0,0); sprite.setOpacity(this._opacity); if (cc.renderContextType === cc.WEBGL) { sprite.setRotation(0.0); } sprite.setFlippedX(false); sprite.setFlippedY(false); // Rotation in tiled is achieved using 3 flipped states, flipping across the horizontal, vertical, and diagonal axes of the tiles. if ((gid & cc.TMX_TILE_DIAGONAL_FLAG) >>> 0) { // put the anchor in the middle for ease of rotation. sprite.setAnchorPoint(0.5, 0.5); sprite.setPosition(this.getPositionAt(pos).x + sprite.getContentSize().height / 2, this.getPositionAt(pos).y + sprite.getContentSize().width / 2); var flag = (gid & (cc.TMX_TILE_HORIZONTAL_FLAG | cc.TMX_TILE_VERTICAL_FLAG) >>> 0) >>> 0; // handle the 4 diagonally flipped states. if (flag == cc.TMX_TILE_HORIZONTAL_FLAG) sprite.setRotation(90); else if (flag == cc.TMX_TILE_VERTICAL_FLAG) sprite.setRotation(270); else if (flag == (cc.TMX_TILE_VERTICAL_FLAG | cc.TMX_TILE_HORIZONTAL_FLAG) >>> 0) { sprite.setRotation(90); sprite.setFlippedX(true); } else { sprite.setRotation(270); sprite.setFlippedX(true); } } else { if ((gid & cc.TMX_TILE_HORIZONTAL_FLAG) >>> 0) sprite.setFlippedX(true); if ((gid & cc.TMX_TILE_VERTICAL_FLAG) >>> 0) sprite.setFlippedY(true); } }, _reusedTileWithRect:function (rect) { if(cc.renderContextType === cc.WEBGL){ if (!this._reusedTile) { this._reusedTile = new cc.Sprite(); this._reusedTile.initWithTexture(this.getTexture(), rect, false); this._reusedTile.setBatchNode(this); } else { // XXX HACK: Needed because if "batch node" is nil, // then the Sprite'squad will be reset this._reusedTile.setBatchNode(null); // Re-init the sprite this._reusedTile.setTextureRect(rect, false, rect._size); // restore the batch node this._reusedTile.setBatchNode(this); } } else { this._reusedTile = new cc.Sprite(); this._reusedTile.initWithTexture(this._textureForCanvas, rect, false); this._reusedTile.setBatchNode(this); this._reusedTile.setParent(this); } return this._reusedTile; }, _vertexZForPos:function (pos) { var ret = 0; var maxVal = 0; if (this._useAutomaticVertexZ) { switch (this._layerOrientation) { case cc.TMX_ORIENTATION_ISO: maxVal = this._layerSize.width + this._layerSize.height; ret = -(maxVal - (pos.x + pos.y)); break; case cc.TMX_ORIENTATION_ORTHO: ret = -(this._layerSize.height - pos.y); break; case cc.TMX_ORIENTATION_HEX: cc.log("TMX Hexa zOrder not supported"); break; default: cc.log("TMX invalid value"); break; } } else ret = this._vertexZvalue; return ret; }, _atlasIndexForExistantZ:function (z) { var item; if (this._atlasIndexArray) { var locAtlasIndexArray = this._atlasIndexArray; for (var i = 0, len = locAtlasIndexArray.length; i < len; i++) { item = locAtlasIndexArray[i]; if (item == z) break; } } if(!item) cc.log("cc.TMXLayer._atlasIndexForExistantZ(): TMX atlas index not found. Shall not happen"); return i; }, _atlasIndexForNewZ:function (z) { var locAtlasIndexArray = this._atlasIndexArray; for (var i = 0, len = locAtlasIndexArray.length; i < len; i++) { var val = locAtlasIndexArray[i]; if (z < val) break; } return i; } }); if(cc.Browser.supportWebGL){ cc.TMXLayer.prototype.draw = cc.SpriteBatchNode.prototype.draw; cc.TMXLayer.prototype.visit = cc.SpriteBatchNode.prototype.visit; }else{ cc.TMXLayer.prototype.draw = cc.TMXLayer.prototype._drawForCanvas; cc.TMXLayer.prototype.visit = cc.TMXLayer.prototype._visitForCanvas; } /** * Creates a cc.TMXLayer with an tile set info, a layer info and a map info * @param {cc.TMXTilesetInfo} tilesetInfo * @param {cc.TMXLayerInfo} layerInfo * @param {cc.TMXMapInfo} mapInfo * @return {cc.TMXLayer|Null} */ cc.TMXLayer.create = function (tilesetInfo, layerInfo, mapInfo) { var ret = new cc.TMXLayer(); if (ret.initWithTilesetInfo(tilesetInfo, layerInfo, mapInfo)) return ret; return null; };