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Class TiledLayer

Render the TMX layer.

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Object literals

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

Protected _animations

_animations: TiledAnimationType | null = null

Protected _assembler

_assembler: IAssembler | null = null

Protected _blendHash

_blendHash: number = 0

Protected _blendState

_blendState: BlendState = new BlendState()

Protected _color

_color: Color = Color.WHITE.clone()

Protected _cullingDirty

_cullingDirty: boolean = true

Protected _customMaterial

_customMaterial: Material | null = null

Protected _delegateSrc

_delegateSrc: Node | null = null

Protected Optional _diffX1

_diffX1: undefined | number

Protected Optional _diffY1

_diffY1: undefined | number

Protected _downOffset

_downOffset: number = 0

Protected _dstBlendFactor

_dstBlendFactor: BlendFactor = BlendFactor.ONE_MINUS_SRC_ALPHA

Protected Optional _enableCulling

_enableCulling: undefined | false | true

Private _enabled

_enabled: boolean = true

Protected _hasAniGrid

_hasAniGrid: boolean = false

Protected _hasTiledNodeGrid

_hasTiledNodeGrid: boolean = false

Protected Optional _hexSideLength

_hexSideLength: undefined | number

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _instanceMaterialType

_instanceMaterialType: InstanceMaterialType = InstanceMaterialType.ADD_COLOR_AND_TEXTURE

Protected _lastParent

_lastParent: Node | null = null

Protected _layerInfo

_layerInfo: TMXLayerInfo | null = null

Protected _layerName

_layerName: string = ""

Protected _layerOrientation

_layerOrientation: null | Orientation = null

Protected Optional _layerSize

_layerSize: Size

Protected _leftDownToCenterX

_leftDownToCenterX: number = 0

Protected _leftDownToCenterY

_leftDownToCenterY: number = 0

Protected _leftOffset

_leftOffset: number = 0

Protected _mapInfo

_mapInfo: TMXMapInfo | null = null

Protected Optional _mapTileSize

_mapTileSize: Size

Protected _materialInstances

_materialInstances: (null | MaterialInstance)[] = []

Protected _materials

_materials: (null | Material)[] = []

Protected Optional _maxGID

_maxGID: GID

Protected _meshRenderDataArray

_meshRenderDataArray: TiledMeshDataArray | null = null

_meshRenderDataArrayIdx

_meshRenderDataArrayIdx: number = 0

Protected Optional _minGID

_minGID: GID

Protected _models

_models: Model[] = []

Protected _name

_name: string

_objFlags

_objFlags: number

Protected Optional _odd_even

_odd_even: undefined | number

Protected Optional _offset

_offset: Vec2

Protected Optional _opacity

_opacity: undefined | number

Protected _postAssembler

_postAssembler: IAssembler | null = null

Protected Optional _properties

_properties: PropertiesInfo

Protected _renderData

_renderData: RenderData | null = null

Protected _renderDataFlag

_renderDataFlag: boolean = true

Protected _renderFlag

_renderFlag: boolean = true

Protected _rightOffset

_rightOffset: number = 0

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _srcBlendFactor

_srcBlendFactor: BlendFactor = BlendFactor.SRC_ALPHA

Protected Optional _staggerAxis

_staggerAxis: StaggerAxis

Protected Optional _staggerIndex

_staggerIndex: StaggerIndex

Protected _textures

_textures: SpriteFrame[] = []

Protected _tilesets

_tilesets: TMXTilesetInfo[] = []

Protected Optional _tintColor

_tintColor: Color

Protected _topOffset

_topOffset: number = 0

Protected Optional _useAutomaticVertexZ

_useAutomaticVertexZ: undefined | false | true

Protected _userNodeDirty

_userNodeDirty: boolean = false

Protected userNodeGrid

userNodeGrid: {}

Type declaration

Protected userNodeMap

userNodeMap: {}

Type declaration

Protected Optional _vertexZvalue

_vertexZvalue: undefined | number

Protected _verticesDirty

_verticesDirty: boolean = true

Protected _visFlags

_visFlags: number = Layers.Enum.NONE

colorChanged

colorChanged: boolean = false

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

Optional renderOrder

renderOrder: RenderOrder

stencilStage

stencilStage: Stage = Stage.DISABLED

The component stencil stage (please do not any modification directly on this object)

texGrids

texGrids: TiledTextureGrids | null = null

tiledTiles

tiledTiles: (null | TiledTile)[] = []

tiles

tiles: MixedGID[] = []

vertices

vertices: { maxCol: number; minCol: number }[] = []

Static Assembler

Assembler: IAssemblerManager | null = null

The render data assembler

Static BlendState

BlendState: BlendFactor = BlendFactor

The blend factor enums

see

BlendFactor

Static PostAssembler

PostAssembler: IAssemblerManager | null = null

The post render data assembler

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

blendHash

  • get blendHash(): number

color

  • get color(): Readonly<Color>
  • set color(value: {}): void

cullingRect

  • get cullingRect(): { leftDown: object; rightTop: object }
  • Returns { leftDown: object; rightTop: object }

    • leftDown: object
      • col: number
      • row: number
    • rightTop: object
      • col: number
      • row: number

customMaterial

  • get customMaterial(): null | Material
  • set customMaterial(val: null | Material): void

delegateSrc

  • set delegateSrc(value: Node): void

dstBlendFactor

enableCulling

  • get enableCulling(): boolean
  • set enableCulling(value: boolean): void

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

layerSize

  • get layerSize(): Size

leftDownToCenterX

  • get leftDownToCenterX(): number

leftDownToCenterY

  • get leftDownToCenterY(): number

material

materials

meshRenderDataArray

name

  • get name(): string
  • set name(value: string): void

renderData

  • get renderData(): null | RenderData

rightTop

  • get rightTop(): { col: number; row: number }

sharedMaterial

sharedMaterials

  • get sharedMaterials(): (null | Material)[]
  • set sharedMaterials(val: (null | Material)[]): void

srcBlendFactor

uuid

  • get uuid(): string

visibility

  • get visibility(): number
  • set visibility(val: number): void

Methods

preload

  • __preload(): void

Protected addUserNodeToGrid

  • addUserNodeToGrid(dataComp: TiledUserNodeData, tempRowCol: { col: number; row: number }): void

Protected attachToScene

  • _attachToScene(): void

Protected canRender

  • _canRender(): boolean

Protected checkAndUpdateRenderData

  • _checkAndUpdateRenderData(): void

Protected clearMaterials

  • _clearMaterials(): void

collectModels

  • _collectModels(): Model[]

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Protected detachFromScene

  • _detachFromScene(): void

Protected flushAssembler

  • _flushAssembler(): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

Protected limitInLayer

  • limitInLayer(rowCol: { col: number; row: number }): void

Protected nodeLocalPosToLayerPos

Protected nodeStateChange

Protected onMaterialModified

  • onMaterialModified(index: number, material: Material | null): void

onPreDestroy

  • _onPreDestroy(): void

Protected onRebuildPSO

  • onRebuildPSO(index: number, material: Material | null): void

Protected onVisibilityChange

  • onVisibilityChange(val: any): void

Protected positionForHexAt

  • positionForHexAt(col: number, row: number): Vec2

Protected positionForIsoAt

  • positionForIsoAt(x: number, y: number): Vec2

Protected positionForOrthoAt

  • positionForOrthoAt(x: number, y: number): Vec2

Protected positionToRowCol

  • positionToRowCol(x: number, y: number, result: { col: number; row: number }): { col: number; row: number }
  • Parameters

    • x: number
    • y: number
    • result: { col: number; row: number }
      • col: number
      • row: number

    Returns { col: number; row: number }

    • col: number
    • row: number

Protected postCanRender

  • _postCanRender(): void

Protected postRender

  • postRender(render: Batcher2D): void

Protected prepareToRender

  • _prepareToRender(): void

Protected removeUserNodeFromGrid

Protected render

  • render(ui: Batcher2D): void

Protected syncAnchorPoint

  • _syncAnchorPoint(): void

Protected updateAllUserNode

  • _updateAllUserNode(): void

updateBlendFunc

  • _updateBlendFunc(): void

Protected updateColor

  • _updateColor(): void

Protected updateCullingOffsetByUserNode

  • updateCullingOffsetByUserNode(node_: Node): void

Protected updateTileForGID

  • updateTileForGID(gidAndFlags: MixedGID, x: number, y: number): void

Protected updateVertex

  • updateVertex(col: number, row: number): void

Protected updateVertices

  • _updateVertices(): void

Protected userNodePosChange

  • _userNodePosChange(): void

Protected userNodeSizeChange

  • _userNodeSizeChange(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

addUserNode

  • addUserNode(node: Node): boolean

destroy

  • destroy(): boolean

destroyRenderData

  • destroyRenderData(): void

destroyUserNode

  • destroyUserNode(node: Node): void

getBlendState

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getLayerName

  • getLayerName(): string
  • Gets the layer name.

    method

    getLayerName

    example

    let layerName = tiledLayer.getLayerName(); cc.log(layerName);

    Returns string

getLayerOrientation

  • Layer orientation, which is the same as the map orientation.

    method

    getLayerOrientation

    example

    let orientation = tiledLayer.getLayerOrientation(); cc.log("Layer Orientation: " + orientation);

    Returns null | ORTHO | HEX | ISO

getLayerSize

  • getLayerSize(): Size

getMapTileSize

  • getMapTileSize(): Size
  • Size of the map's tile (could be different from the tile's size).

    method

    getMapTileSize

    example

    let mapTileSize = tiledLayer.getMapTileSize(); cc.log("MapTile size: " + mapTileSize);

    Returns Size

getMaterial

  • getMaterial(idx: number): Material | null

getMaterialInstance

  • getMaterialInstance(idx: number): Material | null

getNodesByRowCol

  • getNodesByRowCol(row: number, col: number): null | { count: number; list: (null | TiledUserNodeData)[] }

getNodesCountByRow

  • getNodesCountByRow(row: any): number

getPositionAt

  • getPositionAt(pos: IVec2Like | number, y?: undefined | number): Vec2 | null
  • Returns the position in pixels of a given tile coordinate.

    method

    getPositionAt

    example

    let pos = tiledLayer.getPositionAt(cc.v2(0, 0)); cc.log("Pos: " + pos); let pos = tiledLayer.getPositionAt(0, 0); cc.log("Pos: " + pos);

    Parameters

    • pos: IVec2Like | number

      position or x

    • Optional y: undefined | number

    Returns Vec2 | null

getProperties

  • getProperties(): undefined | {}
  • properties from the layer. They can be added using Tiled.

    method

    getProperties

    example

    let properties = tiledLayer.getProperties(); cc.log("Properties: " + properties);

    Returns undefined | {}

getProperty

  • getProperty(propertyName: string): string | number
  • Return the value for the specific property name.

    method

    getProperty

    example

    let property = tiledLayer.getProperty("info"); cc.log(property);

    Parameters

    • propertyName: string

    Returns string | number

getRenderMaterial

  • getRenderMaterial(index: number): Material | null

getTexture

  • getTexture(index?: undefined | number): SpriteFrame | null

getTextures

getTileFlagsAt

  • getTileFlagsAt(x: number, y: number): null | number
  • Returns the tile flags at a given tile coordinate.

    method

    getTileGIDAt

    example

    let tileGid = tiledLayer.getTileGIDAt(0, 0);

    Parameters

    • x: number
    • y: number

    Returns null | number

getTileGIDAt

  • getTileGIDAt(x: number, y: number): number | null
  • Returns the tile gid at a given tile coordinate.
    if it returns 0, it means that the tile is empty.

    method

    getTileGIDAt

    example

    let tileGid = tiledLayer.getTileGIDAt(0, 0);

    Parameters

    • x: number
    • y: number

    Returns number | null

getTileSet

getTileSets

getTiledTileAt

  • getTiledTileAt(x: number, y: number, forceCreate?: undefined | false | true): null | TiledTile
  • Get the TiledTile with the tile coordinate.
    If there is no tile in the specified coordinate and forceCreate parameter is true,
    then will create a new TiledTile at the coordinate. The renderer will render the tile with the rotation, scale, position and color property of the TiledTile.

    method

    getTiledTileAt

    example

    let tile = tiledLayer.getTiledTileAt(100, 100, true); cc.log(tile);

    Parameters

    • x: number
    • y: number
    • Optional forceCreate: undefined | false | true

    Returns null | TiledTile

hasAnimation

  • hasAnimation(): boolean

hasTiledNode

  • hasTiledNode(): boolean

init

isCullingDirty

  • isCullingDirty(): boolean

isInvalidPosition

  • isInvalidPosition(x: number, y: number): boolean

isUserNodeDirty

  • isUserNodeDirty(): boolean

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

markForUpdateRenderData

  • markForUpdateRenderData(enable?: boolean): void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • When attaching to an active node or its node first activated.
    onLoad is always called before any start functions, this allows you to order initialization of scripts.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

onRestore

  • onRestore(): void

postUpdateAssembler

  • postUpdateAssembler(render: Batcher2D): void
  • Post render data submission procedure, it's executed after assembler updated for all children. It may assemble some extra render data to the geometry buffers, or it may only change some render states. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

removeUserNode

  • removeUserNode(node: Node): boolean

requestMeshRenderData

requestRenderData

  • requestRenderData(): RenderData

requestSubNodesData

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

setCullingDirty

  • setCullingDirty(value: boolean): void

setLayerName

  • setLayerName(layerName: string): void
  • Set the layer name.

    method

    SetLayerName

    example

    tiledLayer.setLayerName("New Layer");

    Parameters

    • layerName: string

    Returns void

setMaterial

  • setMaterial(material: Material | null, index: number): void

setMaterialInstance

  • setMaterialInstance(index: number, matInst: Material | null): void

setTexture

setTextures

setTileGIDAt

  • setTileGIDAt(gid: MixedGID, x: number, y: number, flags?: undefined | number): void
  • 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.

    method

    setTileGIDAt

    example

    tiledLayer.setTileGIDAt(1001, 10, 10, 1)

    Parameters

    • gid: MixedGID
    • x: number
    • y: number
    • Optional flags: undefined | number

    Returns void

setTileSet

setTileSets

setTiledTileAt

setTilesGIDAt

  • setTilesGIDAt(gids: number[], beginCol: number, beginRow: number, totalCols: number): void
  • Sets the tiles gid (gid = tile global id) at a given tiles rect.

    method

    setTilesGIDAt

    example

    tiledLayer.setTilesGIDAt([1, 1, 1, 1], 10, 10, 2)

    Parameters

    • gids: number[]

      an array contains gid

    • beginCol: number

      begin col number

    • beginRow: number

      begin row number

    • totalCols: number

      count of column

    Returns void

setUserNodeDirty

  • setUserNodeDirty(value: any): void

Protected Optional start

  • start(): void
  • Called before all scripts' update if the Component is enabled the first time.
    Usually used to initialize some logic which need to be called after all components' onload methods called.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • Update is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

updateAssembler

  • updateAssembler(render: Batcher2D): void
  • Render data submission procedure, it update and assemble the render data to 2D data buffers before all children submission process. Usually called each frame when the ui flow assemble all render data to geometry buffers. Don't call it unless you know what you are doing.

    Parameters

    • render: Batcher2D

    Returns void

updateBlendHash

  • updateBlendHash(): void

updateCulling

  • updateCulling(): void

Protected updateMaterial

  • updateMaterial(): void

updateViewPort

  • updateViewPort(x: number, y: number, width: number, height: number): void

Static deferredDestroy

  • _deferredDestroy(): void

Object literals

Protected cullingRect

cullingRect: object

leftDown

leftDown: object

col

col: number = -1

row

row: number = -1

rightTop

rightTop: object

col

col: number = -1

row

row: number = -1

Protected rightTop

rightTop: object

col

col: number = -1

row

row: number = -1

Protected viewPort

viewPort: object

height

height: number = -1

width

width: number = -1

x

x: number = -1

y

y: number = -1

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