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Class TiledMap

Renders a TMX Tile Map in the scene.

Hierarchy

Index

Constructors

constructor

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

_animations

_animations: TiledAnimationType = new Map()

Protected _enableCulling

_enableCulling: boolean = true

Whether or not enabled tiled map auto culling. If you set the TiledMap skew or rotation, then need to manually disable this, otherwise, the rendering will be wrong.

Private _enabled

_enabled: boolean = true

_groups

_groups: TiledObjectGroup[] = []

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

_imageLayers

_imageLayers: TMXImageLayerInfo[] = []

_images

_images: ImageExtendedNode[] = []

_layers

_layers: TiledLayer[] = []

_mapInfo

_mapInfo: TMXMapInfo | null = null

_mapOrientation

_mapOrientation: Orientation = Orientation.ORTHO

_mapSize

_mapSize: Size = new Size(0, 0)

Protected _name

_name: string

_objFlags

_objFlags: number

_preloaded

_preloaded: boolean = false

_properties

_properties: PropertiesInfo = {} as any

Private sceneGetter

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

_texGrids

_texGrids: TiledTextureGrids = new Map()

_textures

_textures: SpriteFrame[] = []

_tileProperties

_tileProperties: Map<GID, PropertiesInfo> = new Map()

_tileSize

_tileSize: Size = new Size(0, 0)

_tilesets

_tilesets: TMXTilesetInfo[] = []

_tmxFile

_tmxFile: TiledMapAsset | null = null

Protected cleanupImageCache

cleanupImageCache: boolean = true

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);

Static Orientation

Orientation: Orientation = Orientation

Static Property

Property: Property = Property

Static RenderOrder

RenderOrder: RenderOrder = RenderOrder

Static StaggerAxis

StaggerAxis: StaggerAxis = StaggerAxis

Static StaggerIndex

StaggerIndex: StaggerIndex = StaggerIndex

Static TMXObjectType

TMXObjectType: TMXObjectType = TMXObjectType

Static TileFlag

TileFlag: TileFlag = TileFlag

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

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

name

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

tmxAsset

uuid

  • get uuid(): string

Methods

preload

  • __preload(): void

applyFile

  • _applyFile(): void

buildLayerAndGroup

  • _buildLayerAndGroup(): void

Protected buildWithMapInfo

Protected changeLayer

  • changeLayer(layerName: any, replaceLayer: any): void

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

fillAniGrids

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

onPreDestroy

  • _onPreDestroy(): void

releaseMapInfo

  • _releaseMapInfo(): void

syncAnchorPoint

  • _syncAnchorPoint(): void

addComponent

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

destroy

  • destroy(): boolean

doCleanupImageCache

  • doCleanupImageCache(texture: any): void

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[]

getLayer

  • return the cc.TiledLayer for the specific layer.

    method

    getLayer

    example

    let layer = titledMap.getLayer("Player"); cc.log(layer);

    Parameters

    • layerName: any

    Returns null | TiledLayer

getLayers

  • Return All layers array.

    method

    getLayers

    example

    let layers = titledMap.getLayers(); for (let i = 0; i < layers.length; ++i) { cc.log("Layers: " + layers[i]); }

    Returns TiledLayer[]

getMapOrientation

  • map orientation.

    method

    getMapOrientation

    example

    let mapOrientation = tiledMap.getMapOrientation(); cc.log("Map Orientation: " + mapOrientation);

    Returns Orientation

getMapSize

  • getMapSize(): Size

getObjectGroup

  • Return the TMXObjectGroup for the specific group.

    method

    getObjectGroup

    example

    let group = titledMap.getObjectGroup("Players"); cc.log("ObjectGroup: " + group);

    Parameters

    • groupName: string

    Returns null | TiledObjectGroup

getObjectGroups

  • object groups.

    method

    getObjectGroups

    example

    let objGroups = titledMap.getObjectGroups(); for (let i = 0; i < objGroups.length; ++i) { cc.log("obj: " + objGroups[i]); }

    Returns TiledObjectGroup[]

getProperties

  • getProperties(): {}
  • Gets the map properties.

    method

    getProperties

    example

    let properties = titledMap.getProperties(); for (let i = 0; i < properties.length; ++i) { cc.log("Properties: " + properties[i]); }

    Returns {}

    • [key: string]: number | string

getPropertiesForGID

  • getPropertiesForGID(gid: GID): undefined | {}
  • Return properties dictionary for tile GID.

    method

    getPropertiesForGID

    example

    let properties = titledMap.getPropertiesForGID(GID); cc.log("Properties: " + properties);

    Parameters

    Returns undefined | {}

getProperty

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

    method

    getProperty

    example

    let property = titledMap.getProperty("info"); cc.log("Property: " + property);

    Parameters

    • propertyName: string

    Returns string | number

getTileSize

  • getTileSize(): Size
  • Gets the tile size.

    method

    getTileSize

    example

    let tileSize = tiledMap.getTileSize(); cc.log("Tile Size: " + tileSize);

    Returns Size

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

Protected Optional onDestroy

  • onDestroy(): void
  • Called when this component will be destroyed.
    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

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

Protected Optional onRestore

  • onRestore(): void
  • onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

    If the component contains the "internal state", short for "temporary member variables which not included
    in its CCClass properties", then you may need to implement this function.

    The editor will call the getset accessors of your component to record/restore the component's state
    for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    this function to manually synchronize your component's "internal states" with its public properties.
    Once you implement this function, all the getset accessors of your component will not be called when
    the user performs an undo/redo operation. Which means that only the properties with default value
    will be recorded or restored by editor.

    Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    to support the reset menu, you should manually synchronize your component's "internal states" with its
    properties in this function. Once you implement this function, all the getset accessors of your component
    will not be called during reset operation. Which means that only the properties with default value
    will be reset by editor.

    This function is only called in editor mode.

    Returns void

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

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

update

  • update(dt: number): void

Static deferredDestroy

  • _deferredDestroy(): void

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