phaser3-autotile
v0.2.5
Published
Phaser 3 Autotile
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Readme
phaser3-autotile
Installation
npm i --save phaser3-autotile
as normal.
Basic use
See code in the examples
directory.
Before use, the library must be initialized (it adds additional methods to standard phaser components). You can force this to happen if you do not have any other imports from this library as:
import {initialize as autotileInitialize} from 'phaser3-autotile';
import Phaser from 'phaser';
// other imports, etc
autotileInitialize();
// Your code here, e.g.`let game = new Phaser.Game({/*config*/});` etc.
This library supports two main methods: generating blob tileset images from a more compact representation, and reshuffling autotiles on map layers to fix up flow & corners.
Generating blob tileset images
As of 0.2.4:
Online generation of images is deprecated. Tiled + phaser want to know the full universe of tiles at tilemap load time. If you do online tileset generation, then there are 6 tiles as far as Tiled and load-time Phaser know, but there are 47 tiles as far as your autogeneration of tiles will know. While it's possible to create multiple maps with different tilesets and have them communicate, it's messy.
Instead, see package.json
's scripts > build:exampleblob
. This library exposes itself as a binary (see tools/blob.mjs
) which can be executed as phaser3-autotile
and especially (via npm-watch
or equivalent) as a long-term watcher to regenerate your content.
Before 0.2.4:
Textures.js
modifies the phaser texture manager, giving it an additional method generateBlobAutotileTexture
. See examples/src/Blob.js
and especially examples/src/Playpen.js
for an example call. The input is a set of 5 generative tiles, and the result is a set of 47 generated tiles which cover cases where the center of the tile is set.
These are most useful when paired with autotiling, below.
Autotiling & Terrains
AutoTilemap
(and friends!) modify Tilemap
, TilemapLayer
etc to wrap their calls, and introduces a new field .autotile()
, which works in terms of Terrains
.
See examples/src/Tiled.js
for an example of use.
.prepareAutotile({jsonkey})
& .autotile()
Tilemap exposes a new method prepareAutotile
which must be called as early as possible (ideally, right after getting the tilemap out of the game factory). It will reparse the tilemap json and join in any additional information, parsing a subset of Tiled's "Terrain" and "Wangset" features.
Thereafter, you can access this library's features by calling .autotile()
on Tilemap
or TilemapLayer
objects.
Terrain
s and methods on .autotile()
someTilemap.autotile()
and someTilemapLayer.autotile()
expose several relevant methods. They work equivalently up to the semantics of someTilemap.getTileAt
or .putTileAt
, so interpret "layer" in that sense below:
isSetAt(name, x, y)
- Returns true if the layer contains a tile in the terrain withname
at(x,y)
. This can be subtle: just because the tile is in the output of the terrain does not mean that it is in the input of that terrain! This is notable for corner terrains -- since a given tile's "set" value is identified with its northwest corner, elements of the tileset that don't include the northwest corner don't return true forisSetAt
!getWangIdAt(name, x, y)
- See notes atisSetAt
; returns thewangId
(see next section!) at(x,y)
. This is dependent onname
-- one tile could theoretically play different roles in different terrain names!addRefresh(name, function(x, y))
- Only well-defined withdynamicLayers
, so use with care. Registers a callback function undername
to be used with the next block of methods. If you do not provide a callback, one will be provided for you: it uses the layer itself as input, determines each wangId, and maps that onto a specific tile using the Terrain byname
.refreshAt(name, x, y)
,refreshRect(name, rect)
,refreshRadius(name, x, y, radius)
- Invoke the refresh previously registered withaddRefresh
at each point in the arguments.- Special note:
.terrains.getTerrain(name).tileId(wangId)
- As a convenience if you are implementing your ownaddRefresh
, you can examine wangId<->tileId mappings with this field ofautotile()
.
WangId
& Autotiles
Autotiles as defined in this library are a special case of binary Wang tilesets. This means that it can model the borders and interior of a single sort of thing: the edges of a field of grass-on-dirt, the cliffs of a plateau, walls against an alpha background, etc. This library doesn't support multiple transitions (such as explicit transitions between three types of terrain on a single tile), but by using alpha masking, layering, careful level design or other techniques this is generally not too bad a limitation.
WangId algorithm: Blob & Edge
Truthy tile entries are identified by the 8-bit integer whose nth low order bit is set if the given neighbor in the below figure is set:
7 | 0 | 1
--+---+---
6 | x | 2
--+---+---
5 | 4 | 3
So for instance, a tile which is matched to the northeast, east, and southeast would have bits 1, 2 and 3 set, thus index (14 == 0x0E == 0b00001110 == 14
).
Since not all tilesets generate all combinations, it is possible to estimate the index by omitting either corners or edges (consult the method arguments for WangIndexRegion
or WangIndexTile
). This simply assumes the given neighbor is unset.
If the tile at x is unset, the wangId is null
(regardless of what it would otherwise evaluate to).
WangId algorithm: Corner
As a special variant, the corner wangId algorithm is
| |
-+---+---
|x=7| 1
-+---+---
| 5 | 3
Under this representation, if the tile at x is unset it is not set to null
; instead, the value 0 is set to null
(never otherwise encountered).
FAQ
What is phaser? What is a phaser plugin?
Check out phaser.io -- it's a web-based game engine. It can be extended with plugins, of which this is one.
What is autotiling?
Named in honor of RPGMaker autotiles feature, autotiles are a solution for blending between terrain types in a natural way.
Where can I get autotiling tiles?
You generally cannot use the RPG Maker tiles outside of RPG maker -- due to licensing. Third party tiles have whatever license under which they were distributed, which may include your use case.
I wrote it because I wanted to generate my own assets and have them (in theory!) useable by others.
Why is this clientside?
The usual solution for autotiling produces autotiled maps. But your game might use this for (harvestable) patches of grass, dynamic ditch-digging, water flowing through canals, or similar effects. Go nuts, and good luck!