phaser/docs/TilemapParser.js.html

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<h1 class="page-title">Source: tilemap/TilemapParser.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @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
*/
Phaser.TilemapParser = {
/**
* 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.
* @param {number} tileWidth - Width of each single tile in pixels.
* @param {number} tileHeight - Height of each single tile in pixels.
* @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.
* @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 &lt; tileWidth || height &lt; tileHeight || total === 0)
{
console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height &lt; 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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},
/**
* Parse tilemap data from the cache and creates a Tilemap object.
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* @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) {
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var map = game.cache.getTilemapData(key);
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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{
return this.getEmptyData();
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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.
*/
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 &lt; rows.length; i++)
{
output[i] = [];
var column = rows[i].split(",");
for (var c = 0; c &lt; column.length; c++)
{
output[i][c] = parseInt(column[c], 10);
}
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 }];
},
/**
* 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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/**
* 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
var map = {};
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;
// Tile Layers
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var layers = [];
for (var i = 0; i &lt; 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: [],
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)
// If the map contains multiple tilesets then the indexes are relative to that which the set starts from.
// 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.
for (var t = 0, len = json.layers[i].data.length; t &lt; 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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{
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row.push(new Phaser.Tile(layer, json.layers[i].data[t], x, output.length, json.tilewidth, json.tileheight));
}
else
{
row.push(null);
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}
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x++;
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if (x === json.layers[i].width)
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{
output.push(row);
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x = 0;
row = [];
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}
}
layer.data = output;
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layers.push(layer);
}
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map.layers = layers;
// Images
var images = [];
for (var i = 0; i &lt; json.layers.length; i++)
{
if (json.layers[i].type !== 'imagelayer')
{
continue;
}
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;
}
images.push(image);
}
map.images = images;
// Objects & Collision Data (polylines, etc)
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var objects = {};
var collision = {};
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for (var i = 0; i &lt; json.layers.length; i++)
{
if (json.layers[i].type !== 'objectgroup')
{
continue;
}
objects[json.layers[i].name] = [];
collision[json.layers[i].name] = [];
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for (var v = 0, len = json.layers[i].objects.length; v &lt; len; v++)
{
// Object Tiles
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if (json.layers[i].objects[v].gid)
{
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
};
objects[json.layers[i].name].push(object);
}
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 &lt; 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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}
}
map.objects = objects;
map.collision = collision;
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// Tilesets
var tilesets = [];
for (var i = 0; i &lt; json.tilesets.length; i++)
{
// 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);
if (set.tileproperties)
{
newSet.tileProperties = set.tileproperties;
}
newSet.rows = (set.imageheight - set.margin) / (set.tileheight + set.spacing);
newSet.columns = (set.imagewidth - set.margin) / (set.tilewidth + set.spacing);
newSet.total = newSet.rows * newSet.columns;
tilesets.push(newSet);
}
map.tilesets = tilesets;
map.tiles = [];
// Finally lets build our super tileset index
for (var i = 0; i &lt; map.tilesets.length; i++)
{
var set = map.tilesets[i];
var x = set.tileMargin;
var y = set.tileMargin;
var count = 0;
var countX = 0;
var countY = 0;
for (var t = set.firstgid; t &lt; set.firstgid + set.total; t++)
{
// Can add extra properties here as needed
map.tiles[t] = [x, y, i];
x += set.tileWidth + set.tileSpacing;
count++;
if (count === set.total)
{
break;
}
countX++;
if (countX === set.columns)
{
x = set.tileMargin;
y += set.tileHeight + set.tileSpacing;
countX = 0;
countY++;
if (countY === set.rows)
{
break;
}
}
}
}
return map;
2013-11-28 15:57:09 +00:00
}
}
</pre>
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2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-11-28 15:57:09 +00:00
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