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tilemap

tilemap

Render isometric (simcity 2000-style) tile maps in the browser.

example

var tilemap = require('tilemap');
var grid = tilemap(window.outerWidth, window.outerHeight);
grid.appendTo(document.body);
 
for (var x = -10; x < 10; x++) {
    for (var y = -10; y < 10; y++) {
        var tile = grid.createTile(x, y);
        tile.attr('fill', 'rgba(210,210,210,1.0)');
        tile.attr('stroke-width', '1');
        tile.attr('stroke', 'rgb(255,255,200)');
    }
}
 
window.addEventListener('resize', function (ev) {
    grid.resize(window.outerWidth, window.outerHeight);
});
 
grid.on('mouseover', function (tile, x, y) {
    tile.toFront();
    tile.attr('fill', 'rgba(255,127,127,0.8)');
});
 
grid.on('mouseout', function (tile) {
    tile.toBack();
    tile.attr('fill', 'rgba(210,210,210,1.0)');
});
 
grid.on('mousedown', function (tile, x, y) {
    if (grid.itemAt(x, y)) {
        grid.removeItem(x, y);
    }
    else grid.createItem('rack_0.png', x, y);
});

Here is the example in action.

methods

var tilemap = require('tilemap')

var grid = tilemap(width, height)

Create a tilemap grid with width and height dimensions.

If you don't call grid.tie() by the nextTick, grid.tie(window) will be called automatically.

grid.tie(element)

Bind key and mouse listeners to element to control navigation and mouse selection of individual tiles.

grid.appendTo(target)

Append the grid html element to the target html element.

grid.resize(width, height)

Resize the raphael svg screen and container html element.

grid.move(x, y)

Move by the relative grid coordinates (x,y).

grid.moveTo(x, y)

Move to the absolute grid coordinates (x,y).

grid.pan(x, y)

Move by the relative screen coordinates (x,y).

grid.zoom(level)

Zoom to level. The default zoom level is 1.

grid.createTile(x, y)

Return a raphael element for a new tile at grid coordinates (x,y).

grid.tileAt(x, y)

Return the tile at grid coordinates (x,y) or undefined if there is no such tile.

grid.createItem(src, x, y, cb)

Create a new sprite item at the grid coordinates (x,y) with the image from src.

Optionally get the raphael element for the sprite item in cb(err, item).

grid.itemAt(x, y)

Return the item at the grid coordinates (x,y) or undefined if there isn't an item at (x,y).

grid.removeItem(x, y)

Remove the item at the grid coordinates (x,y).

grid.createWall(src, pt0, pt1, cb)

Like grid.createItem() except that walls will be inserted between points pt0 and pt1. Points should have 'x' and 'y' fields.

This function only draws straight walls. Either the 'x' or the 'y' must be equal between pt0 and pt1 for the wall to be created. Otherwise nothing happens.

events

grid.on('mouseover', function (tile, x, y) { ... })

Emitted when the mouse begins to hover over a tile.

x and y are in grid coordinates.

grid.on('mouseout', function (tile) { ... })

Emitted when the mouse is no longer hovering over a tile.

grid.on('mousedown', function (tile, x, y) { ... })

Emitted when the mouse button goes down over a tile.

x and y are in grid coordinates.

grid.on('mouseup', function (tile, x, y) { ... })

Emitted when the mouse button goes up over a tile.

x and y are in grid coordinates.

grid.on('click', function (tile, x, y) { ... })

Emitted when the mouse clicks on a tile.

x and y are in grid coordinates.

install

With npm do:

npm install tilemap

then just require('tilemap') in your main.js and then compile it with browserify:

$ browserify main.js -o bundle.js

license

MIT