phaser/src/tilemaps/ParseToTilemap.js

81 lines
3 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2019-01-15 16:20:22 +00:00
* @copyright 2019 Photon Storm Ltd.
2019-05-10 15:15:04 +00:00
* @license {@link https://opensource.org/licenses/MIT|MIT License}
2018-02-12 16:01:20 +00:00
*/
var Formats = require('./Formats');
var MapData = require('./mapdata/MapData');
2018-02-07 21:58:23 +00:00
var Parse = require('./parsers/Parse');
var Tilemap = require('./Tilemap');
2017-11-29 19:53:05 +00:00
/**
* Create a Tilemap from the given key or data. If neither is given, make a blank Tilemap. When
* loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing from
* a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map data. For
* an empty map, you should specify tileWidth, tileHeight, width & height.
*
2018-02-07 21:58:23 +00:00
* @function Phaser.Tilemaps.ParseToTilemap
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs.
2017-11-29 19:53:05 +00:00
* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
* @param {integer} [tileWidth=32] - The width of a tile in pixels.
* @param {integer} [tileHeight=32] - The height of a tile in pixels.
* @param {integer} [width=10] - The width of the map in tiles.
* @param {integer} [height=10] - The height of the map in tiles.
* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
* a 2D array of tile indexes.
2017-11-29 19:53:05 +00:00
* @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the
* map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
* the tile data doesn't need to change then setting this value to `true` will help with memory
* consumption. However if your map is small or you need to update the tiles dynamically, then leave
* the default value set.
2018-02-07 21:58:23 +00:00
*
2018-02-07 23:27:01 +00:00
* @return {Phaser.Tilemaps.Tilemap}
2017-11-29 19:53:05 +00:00
*/
var ParseToTilemap = function (scene, key, tileWidth, tileHeight, width, height, data, insertNull)
{
if (tileWidth === undefined) { tileWidth = 32; }
if (tileHeight === undefined) { tileHeight = 32; }
if (width === undefined) { width = 10; }
if (height === undefined) { height = 10; }
if (insertNull === undefined) { insertNull = false; }
var mapData = null;
if (Array.isArray(data))
{
var name = key !== undefined ? key : 'map';
2018-01-18 00:30:22 +00:00
mapData = Parse(name, Formats.ARRAY_2D, data, tileWidth, tileHeight, insertNull);
}
else if (key !== undefined)
{
var tilemapData = scene.cache.tilemap.get(key);
if (!tilemapData)
{
console.warn('No map data found for key ' + key);
}
else
{
mapData = Parse(key, tilemapData.format, tilemapData.data, tileWidth, tileHeight, insertNull);
}
}
if (mapData === null)
{
mapData = new MapData({
tileWidth: tileWidth,
tileHeight: tileHeight,
width: width,
height: height
});
}
return new Tilemap(scene, mapData);
};
module.exports = ParseToTilemap;