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TilemapParser.js
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Phaser.TilemapParser = {
tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
// How big is our image?
var img = game.cache.getTilesetImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
// If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing)
if (tileWidth <= 0)
{
tileWidth = Math.floor(-width / Math.min(-1, tileWidth));
}
if (tileHeight <= 0)
{
tileHeight = Math.floor(-height / Math.min(-1, tileHeight));
}
var row = Math.round(width / tileWidth);
var column = Math.round(height / tileHeight);
var total = row * column;
if (tileMax !== -1)
{
total = tileMax;
}
// Zero or smaller than tile sizes?
if (width == 0 || height == 0 || width < tileWidth || height < tileHeight || total === 0)
{
console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height < given tileWidth/tileHeight");
return null;
}
// Let's create some tiles
var x = tileMargin;
var y = tileMargin;
var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing);
for (var i = 0; i < total; i++)
{
tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight));
x += tileWidth + tileSpacing;
if (x === width)
{
x = tileMargin;
y += tileHeight + tileSpacing;
}
}
return tileset;
},
parse: function (game, data, format) {
if (format === Phaser.Tilemap.CSV)
{
return this.parseCSV(data);
}
else if (format === Phaser.Tilemap.TILED_JSON)
{
return this.parseTiledJSON(data);
}
},
/**
* Parse csv map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseCSV
* @param {string} data - CSV map data.
*/
parseCSV: function (data) {
// Trim any rogue whitespace from the data
data = data.trim();
var output = [];
var rows = data.split("\n");
var height = rows.length;
var width = 0;
for (var i = 0; i < rows.length; i++)
{
output[i] = [];
var column = rows[i].split(",");
for (var c = 0; c < column.length; c++)
{
output[i][c] = parseInt(column[c]);
}
if (width == 0)
{
width = column.length;
}
}
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }];
},
/**
* Parse JSON map data and generate tiles.
*
* @method Phaser.Tilemap.prototype.parseTiledJSON
* @param {string} data - JSON map data.
* @param {string} key - Asset key for tileset image.
*/
parseTiledJSON: function (json) {
var layers = [];
for (var i = 0; i < json.layers.length; i++)
{
// Check it's a data layer
if (!json.layers[i].data)
{
continue;
}
// json.tilewidth
// json.tileheight
var layer = {
name: json.layers[i].name,
width: json.layers[i].width,
height: json.layers[i].height,
alpha: json.layers[i].opacity,
visible: json.layers[i].visible,
indexes: [],
tileMargin: json.tilesets[0].margin,
tileSpacing: json.tilesets[0].spacing,
};
var output = [];
var c = 0;
var row;
for (var t = 0; t < json.layers[i].data.length; t++)
{
if (c == 0)
{
row = [];
}
row.push(json.layers[i].data[t]);
c++;
if (c == json.layers[i].width)
{
output.push(row);
c = 0;
}
}
layer.data = output;
layers.push(layer);
}
return layers;
}
}