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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commit
ae9af56661
@ -54,6 +54,7 @@ WA.room.showLayer(layerName : string): void
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WA.room.hideLayer(layerName : string) : void
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```
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These 2 methods can be used to show and hide a layer.
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if `layerName` is the name of a group layer, show/hide all the layer in that group layer.
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Example :
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```javascript
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@ -70,6 +71,9 @@ WA.room.setProperty(layerName : string, propertyName : string, propertyValue : s
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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`.
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Note :
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To unset a property from a layer, use `setProperty` with `propertyValue` set to `undefined`.
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Example :
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```javascript
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WA.room.setProperty('wikiLayer', 'openWebsite', 'https://www.wikipedia.org/');
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@ -192,6 +192,10 @@ export class GameMap {
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return this.phaserLayers.find((layer) => layer.layer.name === layerName);
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}
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public findPhaserLayers(groupName: string): TilemapLayer[] {
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return this.phaserLayers.filter((l) => l.layer.name.includes(groupName));
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}
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public addTerrain(terrain: Phaser.Tilemaps.Tileset): void {
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for (const phaserLayer of this.phaserLayers) {
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phaserLayer.tileset.push(terrain);
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@ -1100,12 +1100,25 @@ ${escapedMessage}
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private setLayerVisibility(layerName: string, visible: boolean): void {
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const phaserLayer = this.gameMap.findPhaserLayer(layerName);
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if (phaserLayer === undefined) {
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console.warn('Could not find layer "' + layerName + '" when calling WA.hideLayer / WA.showLayer');
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return;
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if (phaserLayer != undefined) {
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phaserLayer.setVisible(visible);
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phaserLayer.setCollisionByProperty({ collides: true }, visible);
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} else {
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const phaserLayers = this.gameMap.findPhaserLayers(layerName + "/");
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if (phaserLayers === []) {
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console.warn(
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'Could not find layer with name that contains "' +
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layerName +
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'" when calling WA.hideLayer / WA.showLayer'
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);
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return;
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}
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for (let i = 0; i < phaserLayers.length; i++) {
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phaserLayers[i].setVisible(visible);
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phaserLayers[i].setCollisionByProperty({ collides: true }, visible);
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}
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}
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phaserLayer.setVisible(visible);
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this.dirty = true;
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this.markDirty();
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}
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private getMapDirUrl(): string {
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