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/ * *
* @ author Richard Davey < rich @ photonstorm . com >
2014-02-05 05:54:25 +00:00
* @ copyright 2014 Photon Storm Ltd .
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* @ license { @ link https : //github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* /
/ * *
* Phaser . TilemapParser parses data objects from Phaser . Loader that need more preparation before they can be inserted into a Tilemap .
*
* @ class Phaser . TilemapParser
* /
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Phaser . TilemapParser = {
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/ * *
* Creates a Tileset object .
* @ method Phaser . TilemapParser . tileset
* @ param { Phaser . Game } game - Game reference to the currently running game .
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* @ param { string } key - The Cache key of this tileset .
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* @ param { number } tileWidth - Width of each single tile in pixels .
* @ param { number } tileHeight - Height of each single tile in pixels .
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* @ param { number } [ tileMargin = 0 ] - If the tiles have been drawn with a margin , specify the amount here .
* @ param { number } [ tileSpacing = 0 ] - If the tiles have been drawn with spacing between them , specify the amount here .
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* @ param { number } [ rows = - 1 ] - How many tiles are placed horizontally in each row ? If - 1 it will calculate rows by dividing the image width by tileWidth .
* @ param { number } [ columns = - 1 ] - How many tiles are placed vertically in each column ? If - 1 it will calculate columns by dividing the image height by tileHeight .
* @ param { number } [ total = - 1 ] - The maximum number of tiles to extract from the image . If - 1 it will extract ` rows * columns ` worth . You can also set a value lower than the actual number of tiles .
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* @ return { Phaser . Tileset } Generated Tileset object .
* /
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tileset : function ( game , key , tileWidth , tileHeight , tileMargin , tileSpacing , rows , columns , total ) {
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// How big is our image?
var img = game . cache . getTilesetImage ( key ) ;
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if ( img === null )
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{
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console . warn ( "Phaser.TilemapParser.tileSet: Invalid image key given" ) ;
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return null ;
}
var width = img . width ;
var height = img . height ;
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if ( rows === - 1 )
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{
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rows = Math . round ( width / tileWidth ) ;
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}
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if ( columns === - 1 )
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{
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columns = Math . round ( height / tileHeight ) ;
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}
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if ( total === - 1 )
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{
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total = rows * columns ;
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}
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// 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 ;
}
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return new Phaser . Tileset ( img , key , tileWidth , tileHeight , tileMargin , tileSpacing , rows , columns , total ) ;
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} ,
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/ * *
* Parse tileset data from the cache and creates a Tileset object .
* @ method Phaser . TilemapParser . parse
* @ param { Phaser . Game } game - Game reference to the currently running game .
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* @ param { string } key - The key of the tilemap in the Cache .
* @ return { object } The parsed map object .
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* /
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parse : function ( game , key ) {
var map = game . cache . getTilemapData ( key ) ;
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if ( map )
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{
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if ( map . format === Phaser . Tilemap . CSV )
{
return this . parseCSV ( map . data ) ;
}
else if ( map . format === Phaser . Tilemap . TILED _JSON )
{
return this . parseTiledJSON ( map . data ) ;
}
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}
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else
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{
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return this . getEmptyData ( ) ;
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}
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} ,
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/ * *
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* Parses a CSV file into valid map data .
* @ method Phaser . TilemapParser . parseCSV
* @ param { string } data - The CSV file data .
* @ return { object } Generated map data .
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* /
parseCSV : function ( data ) {
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// Trim any rogue whitespace from the data
data = data . trim ( ) ;
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var output = [ ] ;
var rows = data . split ( "\n" ) ;
var height = rows . length ;
var width = 0 ;
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for ( var i = 0 ; i < rows . length ; i ++ )
{
output [ i ] = [ ] ;
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var column = rows [ i ] . split ( "," ) ;
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for ( var c = 0 ; c < column . length ; c ++ )
{
output [ i ] [ c ] = parseInt ( column [ c ] , 10 ) ;
}
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if ( width === 0 )
{
width = column . length ;
}
}
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// Build collision map
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return [ { name : 'csv' , width : width , height : height , alpha : 1 , visible : true , indexes : [ ] , tileMargin : 0 , tileSpacing : 0 , data : output } ] ;
} ,
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/ * *
* Returns an empty map data object .
* @ method Phaser . TilemapParser . getEmptyData
* @ return { object } Generated map data .
* /
getEmptyData : function ( ) {
var map = { } ;
map . width = 0 ;
map . height = 0 ;
map . tileWidth = 0 ;
map . tileHeight = 0 ;
map . orientation = 'orthogonal' ;
map . version = '1' ;
map . properties = { } ;
map . widthInPixels = 0 ;
map . heightInPixels = 0 ;
var layers = [ ] ;
var layer = {
name : 'layer' ,
x : 0 ,
y : 0 ,
width : 0 ,
height : 0 ,
widthInPixels : 0 ,
heightInPixels : 0 ,
alpha : 1 ,
visible : true ,
properties : { } ,
indexes : [ ] ,
callbacks : [ ] ,
data : [ ]
} ;
layers . push ( layer ) ;
map . layers = layers ;
map . images = [ ] ;
map . objects = { } ;
map . collision = { } ;
map . tilesets = [ ] ;
map . tiles = [ ] ;
return map ;
} ,
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/ * *
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* Parses a Tiled JSON file into valid map data .
* @ method Phaser . TilemapParser . parseJSON
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* @ param { object } json - The JSON map data .
* @ return { object } Generated and parsed map data .
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* /
parseTiledJSON : function ( json ) {
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if ( json . orientation !== 'orthogonal' )
{
console . warn ( 'TilemapParser.parseTiledJSON: Only orthogonal map types are supported in this version of Phaser' ) ;
return null ;
}
// Map data will consist of: layers, objects, images, tilesets, sizes
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var map = { } ;
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map . width = json . width ;
map . height = json . height ;
map . tileWidth = json . tilewidth ;
map . tileHeight = json . tileheight ;
map . orientation = json . orientation ;
map . version = json . version ;
map . properties = json . properties ;
map . widthInPixels = map . width * map . tileWidth ;
map . heightInPixels = map . height * map . tileHeight ;
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// Tile Layers
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var layers = [ ] ;
for ( var i = 0 ; i < json . layers . length ; i ++ )
{
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if ( json . layers [ i ] . type !== 'tilelayer' )
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{
continue ;
}
var layer = {
name : json . layers [ i ] . name ,
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x : json . layers [ i ] . x ,
y : json . layers [ i ] . y ,
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width : json . layers [ i ] . width ,
height : json . layers [ i ] . height ,
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widthInPixels : json . layers [ i ] . width * json . tilewidth ,
heightInPixels : json . layers [ i ] . height * json . tileheight ,
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alpha : json . layers [ i ] . opacity ,
visible : json . layers [ i ] . visible ,
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properties : { } ,
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indexes : [ ] ,
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callbacks : [ ] ,
bodies : [ ]
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} ;
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if ( json . layers [ i ] . properties )
{
layer . properties = json . layers [ i ] . properties ;
}
var x = 0 ;
var row = [ ] ;
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var output = [ ] ;
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// Loop through the data field in the JSON.
// This is an array containing the tile indexes, one after the other. 0 = no tile, everything else = the tile index (starting at 1)
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// If the map contains multiple tilesets then the indexes are relative to that which the set starts from.
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// Need to set which tileset in the cache = which tileset in the JSON, if you do this manually it means you can use the same map data but a new tileset.
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for ( var t = 0 , len = json . layers [ i ] . data . length ; t < len ; t ++ )
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{
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// index, x, y, width, height
if ( json . layers [ i ] . data [ t ] > 0 )
{
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row . push ( new Phaser . Tile ( layer , json . layers [ i ] . data [ t ] , x , output . length , json . tilewidth , json . tileheight ) ) ;
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}
else
{
row . push ( null ) ;
}
x ++ ;
if ( x === json . layers [ i ] . width )
{
output . push ( row ) ;
x = 0 ;
row = [ ] ;
}
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}
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layer . data = output ;
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layers . push ( layer ) ;
}
map . layers = layers ;
// Images
var images = [ ] ;
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for ( var i = 0 ; i < json . layers . length ; i ++ )
{
if ( json . layers [ i ] . type !== 'imagelayer' )
{
continue ;
}
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var image = {
name : json . layers [ i ] . name ,
image : json . layers [ i ] . image ,
x : json . layers [ i ] . x ,
y : json . layers [ i ] . y ,
alpha : json . layers [ i ] . opacity ,
visible : json . layers [ i ] . visible ,
properties : { }
} ;
if ( json . layers [ i ] . properties )
{
image . properties = json . layers [ i ] . properties ;
}
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images . push ( image ) ;
}
map . images = images ;
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// Objects & Collision Data (polylines, etc)
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var objects = { } ;
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var collision = { } ;
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for ( var i = 0 ; i < json . layers . length ; i ++ )
{
if ( json . layers [ i ] . type !== 'objectgroup' )
{
continue ;
}
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objects [ json . layers [ i ] . name ] = [ ] ;
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collision [ json . layers [ i ] . name ] = [ ] ;
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for ( var v = 0 , len = json . layers [ i ] . objects . length ; v < len ; v ++ )
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{
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// Object Tiles
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if ( json . layers [ i ] . objects [ v ] . gid )
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{
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var object = {
gid : json . layers [ i ] . objects [ v ] . gid ,
name : json . layers [ i ] . objects [ v ] . name ,
x : json . layers [ i ] . objects [ v ] . x ,
y : json . layers [ i ] . objects [ v ] . y ,
visible : json . layers [ i ] . objects [ v ] . visible ,
properties : json . layers [ i ] . objects [ v ] . properties
} ;
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objects [ json . layers [ i ] . name ] . push ( object ) ;
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}
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else if ( json . layers [ i ] . objects [ v ] . polyline )
{
var object = {
name : json . layers [ i ] . objects [ v ] . name ,
x : json . layers [ i ] . objects [ v ] . x ,
y : json . layers [ i ] . objects [ v ] . y ,
width : json . layers [ i ] . objects [ v ] . width ,
height : json . layers [ i ] . objects [ v ] . height ,
visible : json . layers [ i ] . objects [ v ] . visible ,
properties : json . layers [ i ] . objects [ v ] . properties
} ;
object . polyline = [ ] ;
// Parse the polyline into an array
for ( var p = 0 ; p < json . layers [ i ] . objects [ v ] . polyline . length ; p ++ )
{
object . polyline . push ( [ json . layers [ i ] . objects [ v ] . polyline [ p ] . x , json . layers [ i ] . objects [ v ] . polyline [ p ] . y ] ) ;
}
collision [ json . layers [ i ] . name ] . push ( object ) ;
}
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}
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}
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map . objects = objects ;
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map . collision = collision ;
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// Tilesets
var tilesets = [ ] ;
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for ( var i = 0 ; i < json . tilesets . length ; i ++ )
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{
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// name, firstgid, width, height, margin, spacing, properties
var set = json . tilesets [ i ] ;
var newSet = new Phaser . Tileset ( set . name , set . firstgid , set . tilewidth , set . tileheight , set . margin , set . spacing , set . properties ) ;
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if ( set . tileproperties )
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{
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newSet . tileProperties = set . tileproperties ;
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}
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newSet . rows = ( set . imageheight - set . margin ) / ( set . tileheight + set . spacing ) ;
newSet . columns = ( set . imagewidth - set . margin ) / ( set . tilewidth + set . spacing ) ;
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newSet . total = newSet . rows * newSet . columns ;
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tilesets . push ( newSet ) ;
}
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map . tilesets = tilesets ;
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map . tiles = [ ] ;
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// Finally lets build our super tileset index
for ( var i = 0 ; i < map . tilesets . length ; i ++ )
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{
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var set = map . tilesets [ i ] ;
var x = set . tileMargin ;
var y = set . tileMargin ;
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var count = 0 ;
var countX = 0 ;
var countY = 0 ;
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for ( var t = set . firstgid ; t < set . firstgid + set . total ; t ++ )
{
// Can add extra properties here as needed
map . tiles [ t ] = [ x , y , i ] ;
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x += set . tileWidth + set . tileSpacing ;
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count ++ ;
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if ( count === set . total )
{
break ;
}
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countX ++ ;
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if ( countX === set . columns )
{
x = set . tileMargin ;
y += set . tileHeight + set . tileSpacing ;
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countX = 0 ;
countY ++ ;
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if ( countY === set . rows )
{
break ;
}
}
}
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}
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return map ;
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}
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}