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/* cocos2d for iPhone
*
* http://www.cocos2d-iphone.org
*
* Copyright (C) 2008,2009 Ricardo Quesada
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the 'cocos2d for iPhone' license.
*
* You will find a copy of this license within the cocos2d for iPhone
* distribution inside the "LICENSE" file.
*
* TMX Tiled Map support:
* http://www.mapeditor.org
*
*/
#import "CCAtlasNode.h"
#import "CCSpriteSheet.h"
#import "Support/ccArray.h"
@class CCTMXMapInfo;
@class CCTMXLayerInfo;
@class CCTMXTilesetInfo;
/** CCTMXLayer represents the TMX layer.
It is a subclass of CCSpriteSheet, so each "tile" is represented by an CCSprite.
The benefits of using CCSprite objects as tiles are:
- tiles (CCSprite) can be rotated/scaled/moved with a nice API
@since v0.8.1
*/
@interface CCTMXLayer : CCSpriteSheet
{
CCTMXTilesetInfo *tileset_;
NSString *layerName_;
CGSize layerSize_;
CGSize mapTileSize_;
unsigned int *tiles_;
int layerOrientation_;
NSMutableArray *properties_;
// used for optimization
CCSprite *reusedTile_;
ccCArray *atlasIndexArray_;
}
/** name of the layer */
@property (nonatomic,readwrite,retain) NSString *layerName;
/** size of the layer in tiles */
@property (nonatomic,readwrite) CGSize layerSize;
/** size of the map's tile (could be differnt from the tile's size) */
@property (nonatomic,readwrite) CGSize mapTileSize;
/** pointer to the map of tiles */
@property (nonatomic,readwrite) unsigned int *tiles;
/** Tilset information for the layer */
@property (nonatomic,readwrite,retain) CCTMXTilesetInfo *tileset;
/** Layer orientation, which is the same as the map orientation */
@property (nonatomic,readwrite) int layerOrientation;
/** properties */
@property (nonatomic,readwrite,retain) NSMutableArray *properties;
/** creates a CCTMXLayer with an tileset info, a layer info and a map info */
+(id) layerWithTilesetInfo:(CCTMXTilesetInfo*)tilesetInfo layerInfo:(CCTMXLayerInfo*)layerInfo mapInfo:(CCTMXMapInfo*)mapInfo;
/** initializes a CCTMXLayer with a tileset info, a layer info and a map info */
-(id) initWithTilesetInfo:(CCTMXTilesetInfo*)tilesetInfo layerInfo:(CCTMXLayerInfo*)layerInfo mapInfo:(CCTMXMapInfo*)mapInfo;
/** 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 tileGIDAt:] then, don't release the map
*/
-(void) releaseMap;
/** returns the tile (CCSprite) at a given a tile coordinate.
The returned CCSprite will be already added to the CCTMXLayer. Don't add it again.
The CCSprite can be treated like any other CCSprite: rotated, scaled, translated, opacity, color, etc.
You can remove either by calling:
- [layer removeChild:sprite cleanup:cleanup];
- or [layer removeTileAt:ccp(x,y)];
*/
-(CCSprite*) tileAt:(CGPoint)tileCoordinate;
/** 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])
*/
-(unsigned int) tileGIDAt:(CGPoint)tileCoordinate;
/** 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.
*/
-(void) setTileGID:(unsigned int)gid at:(CGPoint)tileCoordinate;
/** removes a tile at given tile coordinate */
-(void) removeTileAt:(CGPoint)tileCoordinate;
/** returns the position in pixels of a given tile coordinate */
-(CGPoint) positionAt:(CGPoint)tileCoordinate;
/** return the value for the specific property name */
-(id) propertyNamed:(NSString *)propertyName;
/* optimization methos */
-(CCSprite*) appendTileForGID:(unsigned int)gid at:(CGPoint)pos;
/* optimization methos */
-(CCSprite*) insertTileForGID:(unsigned int)gid at:(CGPoint)pos;
/* optimization methos */
-(CCSprite*) updateTileForGID:(unsigned int)gid at:(CGPoint)pos;
@end
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