Merge pull request #1264 from thecodingmachine/UpdateShowHideLayer

Show/Hide Layer now unset collision and can show/hide all the layer in a group layer
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David Négrier 2021-07-07 17:15:41 +02:00 committed by GitHub
commit ae9af56661
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3 changed files with 26 additions and 5 deletions

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@ -54,6 +54,7 @@ WA.room.showLayer(layerName : string): void
WA.room.hideLayer(layerName : string) : void WA.room.hideLayer(layerName : string) : void
``` ```
These 2 methods can be used to show and hide a layer. These 2 methods can be used to show and hide a layer.
if `layerName` is the name of a group layer, show/hide all the layer in that group layer.
Example : Example :
```javascript ```javascript
@ -70,6 +71,9 @@ WA.room.setProperty(layerName : string, propertyName : string, propertyValue : s
Set the value of the `propertyName` property of the layer `layerName` at `propertyValue`. If the property doesn't exist, create the property `propertyName` and set the value of the property at `propertyValue`. Set the value of the `propertyName` property of the layer `layerName` at `propertyValue`. If the property doesn't exist, create the property `propertyName` and set the value of the property at `propertyValue`.
Note :
To unset a property from a layer, use `setProperty` with `propertyValue` set to `undefined`.
Example : Example :
```javascript ```javascript
WA.room.setProperty('wikiLayer', 'openWebsite', 'https://www.wikipedia.org/'); WA.room.setProperty('wikiLayer', 'openWebsite', 'https://www.wikipedia.org/');

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@ -192,6 +192,10 @@ export class GameMap {
return this.phaserLayers.find((layer) => layer.layer.name === layerName); return this.phaserLayers.find((layer) => layer.layer.name === layerName);
} }
public findPhaserLayers(groupName: string): TilemapLayer[] {
return this.phaserLayers.filter((l) => l.layer.name.includes(groupName));
}
public addTerrain(terrain: Phaser.Tilemaps.Tileset): void { public addTerrain(terrain: Phaser.Tilemaps.Tileset): void {
for (const phaserLayer of this.phaserLayers) { for (const phaserLayer of this.phaserLayers) {
phaserLayer.tileset.push(terrain); phaserLayer.tileset.push(terrain);

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@ -1100,12 +1100,25 @@ ${escapedMessage}
private setLayerVisibility(layerName: string, visible: boolean): void { private setLayerVisibility(layerName: string, visible: boolean): void {
const phaserLayer = this.gameMap.findPhaserLayer(layerName); const phaserLayer = this.gameMap.findPhaserLayer(layerName);
if (phaserLayer === undefined) { if (phaserLayer != undefined) {
console.warn('Could not find layer "' + layerName + '" when calling WA.hideLayer / WA.showLayer'); phaserLayer.setVisible(visible);
return; phaserLayer.setCollisionByProperty({ collides: true }, visible);
} else {
const phaserLayers = this.gameMap.findPhaserLayers(layerName + "/");
if (phaserLayers === []) {
console.warn(
'Could not find layer with name that contains "' +
layerName +
'" when calling WA.hideLayer / WA.showLayer'
);
return;
}
for (let i = 0; i < phaserLayers.length; i++) {
phaserLayers[i].setVisible(visible);
phaserLayers[i].setCollisionByProperty({ collides: true }, visible);
}
} }
phaserLayer.setVisible(visible); this.markDirty();
this.dirty = true;
} }
private getMapDirUrl(): string { private getMapDirUrl(): string {