/** * a TMX Tile Map Object * Tiled QT +0.7.x format * @category Tilemap */ export default class TMXTileMap { /** * @param {string} levelId - name of TMX map * @param {object} data - TMX map in JSON format * @example * // create a new level object based on the TMX JSON object * let level = new me.TMXTileMap(levelId, me.loader.getTMX(levelId)); * // add the level to the game world container * level.addTo(app.world, true); */ constructor(levelId: string, data: object); /** * the level data (JSON) * @ignore */ data: object; /** * name of the tilemap * @type {string} */ name: string; /** * width of the tilemap in tiles * @type {number} */ cols: number; /** * height of the tilemap in tiles * @type {number} */ rows: number; /** * Tile width * @type {number} */ tilewidth: number; /** * Tile height * @type {number} */ tileheight: number; /** * is the map an infinite map * @type {number} * @default 0 */ infinite: number; /** * the map orientation type. melonJS supports “orthogonal”, “isometric”, “staggered”, “hexagonal” and “oblique”. * @type {string} * @default “orthogonal” */ orientation: string; /** * horizontal skew in pixels per tile row (oblique maps, since Tiled 1.12) * @type {number} * @default 0 */ skewx: number; /** * vertical skew in pixels per tile column (oblique maps, since Tiled 1.12) * @type {number} * @default 0 */ skewy: number; /** * the order in which tiles on orthogonal tile layers are rendered. * (valid values are "left-down", "left-up", "right-down", "right-up") * @type {string} * @default "right-down" */ renderorder: string; /** * the TMX format version * @type {string} */ version: string; /** * The Tiled version used to save the file (since Tiled 1.0.1). * @type {string} */ tiledversion: string; /** * The map class. * @type {string} */ class: string; tilesets: TMXTilesetGroup | null | undefined; layers: any[]; objectGroups: any[]; isEditor: boolean; nextobjectid: number | undefined; hexsidelength: number; staggeraxis: any; staggerindex: any; bounds: any; width: any; height: any; backgroundcolor: any; initialized: boolean; /** * Return the map default renderer * @returns {TMXRenderer} a TMX renderer */ getRenderer(): TMXRenderer; renderer: import("./renderer/TMXHexagonalRenderer.js").default | import("./renderer/TMXIsometricRenderer.js").default | import("./renderer/TMXOrthogonalRenderer.js").default | import("./renderer/TMXObliqueRenderer.js").default | undefined; /** * return the map bounding rect * @returns {Bounds} */ getBounds(): Bounds; /** * parse the map * @ignore */ readMapObjects(data: any): void; /** * add all the map layers and objects to the given container. * note : this will not automatically update the camera viewport * @param {Container} container - target container * @param {boolean} [flatten=true] - if true, flatten all objects into the given container, else a `me.Container` object will be created for each corresponding groups * @param {boolean} [setViewportBounds=false] - if true, set the viewport bounds to the map size, this should be set to true especially if adding a level to the game world container. * @example * // create a new level object based on the TMX JSON object * let level = new me.TMXTileMap(levelId, me.loader.getTMX(levelId)); * // add the level to the game world container * level.addTo(app.world, true, true); */ addTo(container: Container, flatten?: boolean, setViewportBounds?: boolean): void; /** * Return an Array of instantiated objects, based on the map object definition. * Objects are created using the Tiled object factory registry, which dispatches * to the appropriate factory based on the object's class, name, or structure. * Custom factories can be registered via {@link registerTiledObjectFactory} or * {@link registerTiledObjectClass}. * @param {boolean} [flatten=true] - if true, flatten all objects into the returned array. * when false, a `me.Container` object will be created for each corresponding groups * @returns {Renderable[]} Array of Objects */ getObjects(flatten?: boolean): Renderable[]; /** * return all the existing layers * @returns {TMXLayer[]} Array of Layers */ getLayers(): TMXLayer[]; /** * destroy function, clean all allocated objects */ destroy(): void; } import TMXTilesetGroup from "./TMXTilesetGroup.js"; import Container from "../../renderable/container.js"; import TMXLayer from "./TMXLayer.js"; //# sourceMappingURL=TMXTileMap.d.ts.map