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Class R.resources.types.TileMap


Extends R.engine.GameObject.
A 2d tile map, comprised of many tiles. Tiles in a map are all the same size.
Defined in: tilemap.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
A tile map is a collection of tiles, all the same dimensions.
Field Summary
Field Attributes Field Name and Description
 
The maximum length of a cast ray (1000)
Fields borrowed from class R.struct.Container:
EMPTY
Method Summary
Method Attributes Method Name and Description
 
castRay(tileMap, rayInfo)
Cast a ray through the tile map, looking for collisions along the ray.
 
clearTile(x, y)
Clear the tile at the given position, returning the tile that occupied the position, or null if there was no tile.
 
Compute the solidity map for a tile, based on the alpha value of each pixel in the tile image.
 
deserialize(obj, clazz, clazz)
Deserialize the object back into a tile map.
 
Destroy the tilemap instance
 
Get the basis tile for the tile map.
 
Gets the class name of this object.
 
Returns the parallax distance of the tile map along each axis.
 
When editing objects, this method returns an object which contains the properties with their getter and setter methods.
 
getTile(x, y)
Get the tile at the given position.
 
Get the tile at the given point.
 
Get the z-index of the tile map.
 
Release the tilemap back into the pool for reuse
 
serialize(tilemap, defaults)
Serialize the tile map into an object.
 
Set the dimensions of the tile map.
 
setParallax(xOrPt, y)
Set the parallax distance of the tile map from the viewer's eye.
 
setTile(tile, x, y)
Set the tile at the given position.
 
setZIndex(zIndex)
Set the z-index of the tile map.
 
update(renderContext, time, dt)
Update the tile map, rendering it to the context.
Methods borrowed from class R.engine.GameObject:
add, componentSort, getComponent, getComponentByClass, getRenderContext, isDirty, isKeepAlive, markDirty, remove, setKeepAlive, setRenderContext, wasDirty
Methods borrowed from class R.struct.HashContainer:
cleanUp, clear, get, isInHash, removeAtIndex, removeHash
Methods borrowed from class R.struct.Container:
addAll, append, clone, concat, contains, filter, forEach, fromArray, getAll, getObjects, insert, iterator, reduce, replace, replaceAt, size, sort, subset, toXML
Methods borrowed from class R.engine.BaseObject:
addEvent, addEvents, getElement, jQ, removeEvent, setElement, triggerEvent
Methods borrowed from class R.engine.PooledObject:
clearObjectDataModel, getId, getName, getObjectDataModel, isDestroyed, setName, setObjectDataModel, toString
Class Detail
R.resources.types.TileMap(name)
A tile map is a collection of tiles, all the same dimensions.
Parameters:
name
{String} The name of the tilemap
Field Detail
MAX_RAY_LENGTH
The maximum length of a cast ray (1000)
Method Detail
{R.struct.rayInfo} castRay(tileMap, rayInfo)
Cast a ray through the tile map, looking for collisions along the ray. If a collision is found, a R.struct.CollisionData object will be returned or null if otherwise.

If a collision occurs, the value stored in R.struct.CollisionData#shape1 is the tile which was collided with. The value in R.struct.CollisionData#impulseVector is a vector to separate the game object from the tile.

Parameters:
tileMap
{R.resources.types.TileMap} The tile map to test against
rayInfo
{R.start.rayInfo} The ray info structure that defines the ray to test
Returns:
{R.struct.rayInfo} The ray info structure passed into the cast method. If a collision occurred, the shape and impact point will be set.

{R.resources.types.Tile} clearTile(x, y)
Clear the tile at the given position, returning the tile that occupied the position, or null if there was no tile.
Parameters:
x
{Number} The X position
y
{Number} The Y position
Returns:
{R.resources.types.Tile}

computeSolidityMap(tile)
Compute the solidity map for a tile, based on the alpha value of each pixel in the tile image. The resource defines what the alpha threshold is.
Parameters:
tile
{R.resources.types.tile} The tile to compute the map for

deserialize(obj, clazz, clazz)
Deserialize the object back into a tile map.
Parameters:
obj
{Object} The object to deserialize
clazz Optional
{Class} The object class to populate
clazz

destroy()
Destroy the tilemap instance

{R.resources.types.Tile} getBaseTile()
Get the basis tile for the tile map. The first tile within a tile map determines the basis of all tiles. Thus, if you drop a 32x32 tile into the tile map, all tiles must be divisible by 32 along each axis.
Returns:
{R.resources.types.Tile}

{String} getClassName()
Gets the class name of this object.
Returns:
{String} The string "R.resources.types.TileMap"

{R.math.Vector2D} getParallax()
Returns the parallax distance of the tile map along each axis.
Returns:
{R.math.Vector2D}

{Object} getProperties()
When editing objects, this method returns an object which contains the properties with their getter and setter methods.
Returns:
{Object} The properties object

{R.resources.types.Tile} getTile(x, y)
Get the tile at the given position. The position is a tile location between zero and the dimensions of the tile map along the X and Y axis. For a tile map that is 200 x 200, X and Y would be between 0 and 200.
Parameters:
x
{Number} The X position
y
{Number} The Y position
Returns:
{R.resources.types.Tile}

{R.resources.types.Tile} getTileAtPoint(point)
Get the tile at the given point. The point is a world location which will be transformed into a tile location. The point will be adjusted to reflect the position within the tile.
Parameters:
point
{R.math.Point2D} The point to retrieve the tile for
Returns:
{R.resources.types.Tile} The tile, or null

{Number} getZIndex()
Get the z-index of the tile map.
Returns:
{Number}

release()
Release the tilemap back into the pool for reuse

{Object} serialize(tilemap, defaults)
Serialize the tile map into an object.
Parameters:
tilemap
{R.resources.types.TileMap} The tile map to serialize
defaults
Returns:
{Object}

setDimensions(x, y)
Set the dimensions of the tile map. Setting the dimensions will clear the tile map.
Parameters:
x
{Number|R.math.Point2D}
y
{Number}

setParallax(xOrPt, y)
Set the parallax distance of the tile map from the viewer's eye. Setting the parallax distance can create the illusion of depth when layers move at different rates along the X and Y axis. The distance is a vector which specifies the amount of offset along each axis, from the viewer's eye, with 1 being the middle plane. Each value should be a floating point number with numbers closer to zero meaning closer to the eye (or faster change) and numbers greater than 1 meaning farther from the eye (or slower change).
Parameters:
xOrPt
{Number|R.math.Vector2D} The X offset, or a vector indicating the amount of offset
y Optional
{Number} The Y offset if xOrPt was a number

setTile(tile, x, y)
Set the tile at the given position.
Parameters:
tile
{R.resources.types.Tile} The tile
x
{Number} The X position of the tile
y
{Number} The Y position of the tile

setZIndex(zIndex)
Set the z-index of the tile map.
Parameters:
zIndex
{Number} The z-index (depth) of the tile map.

update(renderContext, time, dt)
Update the tile map, rendering it to the context.
Parameters:
renderContext
{R.rendercontexts.AbstractRenderContext} The context the object exists within
time
{Number} The current engine time, in milliseconds
dt
{Number} The delta between the world time and the last time the world was updated in milliseconds.

Documentation generated by JsDoc Toolkit 2.4.0 on Mon Mar 18 2013 16:09:20 GMT-0400 (EDT)