TiledLayer Class
TiledLayer is used to render background and other visual components. It divides scene into regular grid, which is fill by small images. It allows simple and fast creation of scene, because exists many external tools to create and edit such scenes. This type of background is often used in mobile RPG games.
Example:
// create tiled layer
var tiled = new TiledLayer({
    columns     : columns,
    rows        : rows,
    image       : "app://tmw_desert_spacing.png",
    tileWidth   : tileWidth,
    tileHeight  : tileHeight,
});
// fill cells
var cells = data["layers"][0]["data"];
for (var i = 0; i < cells.length; i++) {
    tiled.setCellDirect(i, cells[i] - 1);
}
                Item Index
Methods
Events
Methods
_precalc
() private
                      
                      Pre calculate
afterInit
() protected
                      
                      After init method fills layer by tiles.
createAnimatedTile
                      staticTileIndex
Mark tile as a animated tile.
Parameters:
- 
                            
staticTileIndexIntegertile index
 
Returns:
draw
                      canvas
Draw method draws all tiles on theirs right positions.
Parameters:
- 
                            
canvasCanvasCanvas used to draw graphics
 
fillCells
                      colrownumColsnumRowsindex
Fill cells with a tile image.
Parameters:
Example:
// fill 100 tiles with second tile image
tiled.fillCells(0, 0, 10, 10, 1);
                        getAnimatedTile
                      animatedTileIndex
Get animated tike
Parameters:
- 
                            
animatedTileIndexIntegertile index
 
Returns:
init
() protected
                      
                      Init funtion of object instance. This method should be used as a class constructor.
Example:
class MyLayer : TiledLayer
{
    function init()
    {
        super.init();
        ...
    }
}
                        process
() protected
                      
                      Process executes on process handler.
setAnimatedTile
                      animatedTileIndexstaticTileIndex
Set animated tile
setCell
                      colrowindex
Fill one cell with image.
setCellDirect
                      cellindex
Fill one cell with image.
Example:
for (var i = 0; i < cells.length; i++) {
    tiled.setCellDirect(i, cells[i] - 1);
}
                        Properties
height
Integer
                      
                      Height of the layer. The height is calculated automatically as (number of rows) * (tile height)
tileHeight
Integer
                      
                      Height of one tile in pixels. The tile dimensions are same on the screen and in source image file.
Example:
// create tiled layer
var tiled = new TiledLayer({
    tileWidth   : 45,
    tileHeight  : 45,
});
                        tileWidth
Integer
                      
                      Width of one tile in pixels. The tile dimensions are same on the screen and in source image file.
Example:
// create tiled layer
var tiled = new TiledLayer({
    tileWidth   : 45,
    tileHeight  : 45,
});
                        viewH
Integer
                      
                      Tile layer is usally larger then device screen. The viewH property specifies the height of the displayed part of the layer. By default it is height of the device's screen.
viewW
Integer
                      
                      Tile layer is usally larger then device screen. The viewW property specifies the width of the displayed part of the layer. By default it is width of the device's screen.
viewX
Integer
                      
                      Tile layer is usally larger then device screen. The viewX property specifies horizontal position of the displayed part of the layer.
Example:
// set tiled view
self._tiled.viewX = x - System.width/2;
self._tiled.viewY = y - System.height/2;
                        viewY
Integer
                      
                      Tile layer is usally larger then device screen. The viewY property specifies the vertical position of the displayed part of the layer.
Example:
// set tiled view
self._tiled.viewX = x - System.width/2;
self._tiled.viewY = y - System.height/2;
                        width
Integer
                      
                      Width of the layer. The width is calculated automatically as (number of columns) * (tile width)
Events
onProcess
                      
                      Event on process handler. It defines what suppose to be done on game process.
