Merge pull request #1265 from thecodingmachine/UpdateSetTiles
SetTiles can now set a tile to null so that there is no more tile.
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commit
e6f609d3be
@ -10,12 +10,12 @@
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- New scripting API features :
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- Use `WA.room.showLayer(): void` to show a layer
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- Use `WA.room.hideLayer(): void` to hide a layer
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- Use `WA.room.setProperty() : void` to add or change existing property of a layer
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- Use `WA.room.setProperty() : void` to add, delete or change existing property of a layer
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- Use `WA.player.onPlayerMove(): void` to track the movement of the current player
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- Use `WA.room.getCurrentUser(): Promise<User>` to get the ID, name and tags of the current player
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- Use `WA.room.getCurrentRoom(): Promise<Room>` to get the ID, JSON map file, url of the map of the current room and the layer where the current player started
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- Use `WA.ui.registerMenuCommand(): void` to add a custom menu
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- Use `WA.room.setTiles(): void` to change an array of tiles
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- Use `WA.room.setTiles(): void` to add, delete or change an array of tiles
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- Users blocking now relies on UUID rather than ID. A blocked user that leaves a room and comes back will stay blocked.
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## Version 1.4.3 - 1.4.4 - 1.4.5
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@ -134,6 +134,7 @@ If `tile` is a string, it's not the id of the tile but the value of the property
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**Important !** : If you use `tile` as a number, be sure to add the `firstgid` of the tileset of the tile that you want to the id of the tile in Tiled Editor.
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Note: If you want to unset a tile, use `setTiles` with `tile` set to `null`.
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Example :
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```javascript
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@ -5,7 +5,7 @@ export const isSetTilesEvent = tg.isArray(
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.withProperties({
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x: tg.isNumber,
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y: tg.isNumber,
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tile: tg.isUnion(tg.isNumber, tg.isString),
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tile: tg.isUnion(tg.isUnion(tg.isNumber, tg.isString), tg.isNull),
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layer: tg.isString,
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})
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.get()
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@ -4,7 +4,7 @@ import { isDataLayerEvent } from "../Events/DataLayerEvent";
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import { EnterLeaveEvent, isEnterLeaveEvent } from "../Events/EnterLeaveEvent";
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import { isGameStateEvent } from "../Events/GameStateEvent";
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import {IframeApiContribution, queryWorkadventure, sendToWorkadventure} from "./IframeApiContribution";
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import { IframeApiContribution, queryWorkadventure, sendToWorkadventure } from "./IframeApiContribution";
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import { apiCallback } from "./registeredCallbacks";
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import type { ITiledMap } from "../../Phaser/Map/ITiledMap";
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@ -34,7 +34,7 @@ interface User {
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interface TileDescriptor {
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x: number;
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y: number;
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tile: number | string;
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tile: number | string | null;
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layer: string;
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}
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@ -152,7 +152,10 @@ export class GameMap {
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}
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private getTileProperty(index: number): Array<ITiledMapLayerProperty> {
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return this.tileSetPropertyMap[index];
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if (this.tileSetPropertyMap[index]) {
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return this.tileSetPropertyMap[index];
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}
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return [];
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}
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private trigger(
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@ -198,37 +201,45 @@ export class GameMap {
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private putTileInFlatLayer(index: number, x: number, y: number, layer: string): void {
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const fLayer = this.findLayer(layer);
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if (fLayer == undefined) {
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console.error("The layer that you want to change doesn't exist.");
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console.error("The layer '" + layer + "' that you want to change doesn't exist.");
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return;
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}
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if (fLayer.type !== "tilelayer") {
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console.error("The layer that you want to change is not a tilelayer. Tile can only be put in tilelayer.");
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console.error(
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"The layer '" +
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layer +
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"' that you want to change is not a tilelayer. Tile can only be put in tilelayer."
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);
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return;
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}
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if (typeof fLayer.data === "string") {
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console.error("Data of the layer that you want to change is only readable.");
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console.error("Data of the layer '" + layer + "' that you want to change is only readable.");
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return;
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}
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fLayer.data[x + y * fLayer.height] = index;
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fLayer.data[x + y * fLayer.width] = index;
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}
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public putTile(tile: string | number, x: number, y: number, layer: string): void {
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public putTile(tile: string | number | null, x: number, y: number, layer: string): void {
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const phaserLayer = this.findPhaserLayer(layer);
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if (phaserLayer) {
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if (tile === null) {
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phaserLayer.putTileAt(-1, x, y);
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return;
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}
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const tileIndex = this.getIndexForTileType(tile);
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if (tileIndex !== undefined) {
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this.putTileInFlatLayer(tileIndex, x, y, layer);
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const phaserTile = phaserLayer.putTileAt(tileIndex, x, y);
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for (const property of this.getTileProperty(tileIndex)) {
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if (property.name === "collides" && property.value === "true") {
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if (property.name === "collides" && property.value) {
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phaserTile.setCollision(true);
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}
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}
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} else {
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console.error("The tile that you want to place doesn't exist.");
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console.error("The tile '" + tile + "' that you want to place doesn't exist.");
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}
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} else {
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console.error("The layer that you want to change is not a tilelayer. Tile can only be put in tilelayer.");
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console.error("The layer '" + layer + "' does not exist (or is not a tilelaye).");
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}
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}
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