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<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Stage.html">Stage</a>
</li>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.Text.html">Text</a>
</li>
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<li class="class-depth-1">
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<a href="Phaser.Tile.html">Tile</a>
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<li class="class-depth-1">
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<li class="class-depth-1">
2013-11-28 15:57:09 +00:00
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<li class="class-depth-1">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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2014-02-05 06:29:17 +00:00
<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenData.html">TweenData</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.Video.html">Video</a>
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<a href="Phaser.World.html">World</a>
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</li>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
2014-11-15 20:01:46 +00:00
</li>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
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<a href="PIXI.CanvasPool.html">CanvasPool</a>
</li>
2014-11-15 20:01:46 +00:00
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<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.Event.html">Event</a>
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<a href="PIXI.EventTarget.html">EventTarget</a>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.PolyK.html">PolyK</a>
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</li>
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
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<a href="PIXI.Rope.html">Rope</a>
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<a href="PIXI.Sprite.html">Sprite</a>
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</li>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Texture.html">Texture</a>
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</li>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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</li>
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<li class="class-depth-1">
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
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</ul>
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<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
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<a href="global.html#AUTO">AUTO</a>
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<a href="global.html#BITMAPDATA">BITMAPDATA</a>
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<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
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<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
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</li>
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<a href="global.html#BUTTON">BUTTON</a>
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<a href="global.html#CANVAS">CANVAS</a>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
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<a href="global.html#CIRCLE">CIRCLE</a>
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</li>
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<a href="global.html#CREATURE">CREATURE</a>
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<a href="global.html#DOWN">DOWN</a>
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</li>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#GAMES">GAMES</a>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
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<a href="global.html#GROUP">GROUP</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#IMAGE">IMAGE</a>
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<a href="global.html#LEFT">LEFT</a>
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<a href="global.html#LINE">LINE</a>
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<a href="global.html#MATRIX">MATRIX</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
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<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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<a href="global.html#TEXT">TEXT</a>
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<a href="global.html#UP">UP</a>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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</ul>
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2014-11-15 20:01:46 +00:00
<li class="dropdown">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
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</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
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<ul class="dropdown-menu ">
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
2014-11-15 20:01:46 +00:00
</ul>
</li>
2014-11-25 00:23:44 +00:00
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
2015-07-22 14:31:30 +00:00
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
</ul>
</li>
<li class="dropdown">
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
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2015-03-26 02:55:18 +00:00
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<h1 class="page-title">Source: src/tilemap/TilemapParser.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 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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* @static
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*/
Phaser.TilemapParser = {
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/**
* When scanning the Tiled map data the TilemapParser can either insert a null value (true) or
* a Phaser.Tile instance with an index of -1 (false, the default). Depending on your game type
* depends how this should be configured. 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 (perhaps the map dynamically changes
* during the game) then leave the default value set.
*
* @constant
* @type {boolean}
*/
INSERT_NULL: false,
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/**
* Parse tilemap data from the cache and creates a Tilemap object.
*
* @method Phaser.TilemapParser.parse
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* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {string} key - The key of the tilemap in the Cache.
* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
* @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
* @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
* @return {object} The parsed map object.
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*/
parse: function (game, key, tileWidth, tileHeight, width, height) {
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if (tileWidth === undefined) { tileWidth = 32; }
if (tileHeight === undefined) { tileHeight = 32; }
if (width === undefined) { width = 10; }
if (height === undefined) { height = 10; }
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if (key === undefined)
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{
return this.getEmptyData();
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}
if (key === null)
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{
return this.getEmptyData(tileWidth, tileHeight, width, height);
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}
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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(key, map.data, tileWidth, tileHeight);
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}
else if (!map.format || map.format === Phaser.Tilemap.TILED_JSON)
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{
return this.parseTiledJSON(map.data);
}
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}
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else
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{
console.warn('Phaser.TilemapParser.parse - No map data found for key ' + key);
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}
},
/**
* Parses a CSV file into valid map data.
*
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* @method Phaser.TilemapParser.parseCSV
* @param {string} data - The CSV file data.
* @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
* @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
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* @return {object} Generated map data.
*/
parseCSV: function (key, data, tileWidth, tileHeight) {
var map = this.getEmptyData();
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// 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 y = 0; y &lt; rows.length; y++)
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{
output[y] = [];
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var column = rows[y].split(",");
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for (var x = 0; x &lt; column.length; x++)
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{
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output[y][x] = new Phaser.Tile(map.layers[0], parseInt(column[x], 10), x, y, tileWidth, tileHeight);
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}
if (width === 0)
{
width = column.length;
}
}
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map.format = Phaser.Tilemap.CSV;
map.name = key;
map.width = width;
map.height = height;
map.tileWidth = tileWidth;
map.tileHeight = tileHeight;
map.widthInPixels = width * tileWidth;
map.heightInPixels = height * tileHeight;
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map.layers[0].width = width;
map.layers[0].height = height;
map.layers[0].widthInPixels = map.widthInPixels;
map.layers[0].heightInPixels = map.heightInPixels;
map.layers[0].data = output;
return map;
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},
/**
* Returns an empty map data object.
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*
* @method Phaser.TilemapParser.getEmptyData
* @return {object} Generated map data.
*/
getEmptyData: function (tileWidth, tileHeight, width, height) {
var map = {};
map.width = 0;
map.height = 0;
map.tileWidth = 0;
map.tileHeight = 0;
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if (typeof tileWidth !== 'undefined' &amp;&amp; tileWidth !== null) { map.tileWidth = tileWidth; }
if (typeof tileHeight !== 'undefined' &amp;&amp; tileHeight !== null) { map.tileHeight = tileHeight; }
if (typeof width !== 'undefined' &amp;&amp; width !== null) { map.width = width; }
if (typeof height !== 'undefined' &amp;&amp; height !== null) { map.height = height; }
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: [],
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bodies: [],
data: []
};
// fill with nulls?
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')
{
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console.warn('TilemapParser.parseTiledJSON - Only orthogonal map types are supported in this version of Phaser');
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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;
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map.format = Phaser.Tilemap.TILED_JSON;
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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;
}
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var curl = json.layers[i];
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// Base64 decode data if necessary
// NOTE: uncompressed base64 only.
if (!curl.compression &amp;&amp; curl.encoding &amp;&amp; curl.encoding === "base64") {
var binaryString = window.atob(curl.data);
var len = binaryString.length;
var bytes = new Array( len );
// Interpret binaryString as an array of bytes representing
// little-endian encoded uint32 values.
for (var i = 0; i &lt; len; i+=4) {
bytes[i/4] = (binaryString.charCodeAt(i) |
binaryString.charCodeAt(i+1) &lt;&lt; 8 |
binaryString.charCodeAt(i+2) &lt;&lt; 16 |
binaryString.charCodeAt(i+3) &lt;&lt; 24) >>> 0;
}
curl.data = bytes;
}
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var layer = {
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name: curl.name,
x: curl.x,
y: curl.y,
width: curl.width,
height: curl.height,
widthInPixels: curl.width * json.tilewidth,
heightInPixels: curl.height * json.tileheight,
alpha: curl.opacity,
visible: curl.visible,
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properties: {},
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indexes: [],
callbacks: [],
bodies: []
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};
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if (curl.properties)
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{
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layer.properties = curl.properties;
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}
var x = 0;
var row = [];
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var output = [];
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var rotation, flipped, flippedVal, gid;
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// Loop through the data field in the JSON.
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// This is an array containing the tile indexes, one after the other. -1 = no tile, everything else = the tile index (starting at 1 for Tiled, 0 for CSV)
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// 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.
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for (var t = 0, len = curl.data.length; t &lt; len; t++)
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{
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rotation = 0;
flipped = false;
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gid = curl.data[t];
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// If true the current tile is flipped or rotated (Tiled TMX format)
if (gid > 0x20000000)
{
flippedVal = 0;
// FlippedX
if (gid > 0x80000000)
{
gid -= 0x80000000;
flippedVal += 4;
}
// FlippedY
if (gid > 0x40000000)
{
gid -= 0x40000000;
flippedVal += 2;
}
// FlippedAD
if (gid > 0x20000000)
{
gid -= 0x20000000;
flippedVal += 1;
}
switch (flippedVal)
{
case 5:
rotation = Math.PI/2;
break;
case 6:
rotation = Math.PI;
break;
case 3:
rotation = 3*Math.PI/2;
break;
case 4:
rotation = 0;
flipped = true;
break;
case 7:
rotation = Math.PI/2;
flipped = true;
break;
case 2:
rotation = Math.PI;
flipped = true;
break;
case 1:
rotation = 3*Math.PI/2;
flipped = true;
break;
}
}
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// index, x, y, width, height
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if (gid > 0)
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{
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row.push(new Phaser.Tile(layer, gid, x, output.length, json.tilewidth, json.tileheight));
row[row.length - 1].rotation = rotation;
row[row.length - 1].flipped = flipped;
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}
else
{
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if (Phaser.TilemapParser.INSERT_NULL)
{
row.push(null);
}
else
{
row.push(new Phaser.Tile(layer, -1, x, output.length, json.tilewidth, json.tileheight));
}
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}
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x++;
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if (x === curl.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;
}
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var curi = json.layers[i];
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var image = {
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name: curi.name,
image: curi.image,
x: curi.x,
y: curi.y,
alpha: curi.opacity,
visible: curi.visible,
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properties: {}
};
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if (curi.properties)
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{
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image.properties = curi.properties;
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}
images.push(image);
}
map.images = images;
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// Tilesets &amp; Image Collections
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var tilesets = [];
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var imagecollections = [];
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for (var i = 0; i &lt; json.tilesets.length; i++)
{
// name, firstgid, width, height, margin, spacing, properties
var set = json.tilesets[i];
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if (set.image)
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{
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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)
{
newSet.tileProperties = set.tileproperties;
}
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// For a normal sliced tileset the row/count/size information is computed when updated.
// This is done (again) after the image is set.
newSet.updateTileData(set.imagewidth, set.imageheight);
tilesets.push(newSet);
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}
else
{
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var newCollection = new Phaser.ImageCollection(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
for (var i in set.tiles)
{
var image = set.tiles[i].image;
var gid = set.firstgid + parseInt(i, 10);
newCollection.addImage(gid, image);
}
imagecollections.push(newCollection);
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}
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}
map.tilesets = tilesets;
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map.imagecollections = imagecollections;
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// Objects &amp; Collision Data (polylines, etc)
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var objects = {};
var collision = {};
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function slice (obj, fields) {
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var sliced = {};
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for (var k in fields)
{
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var key = fields[k];
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if (typeof obj[key] !== 'undefined')
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{
sliced[key] = obj[key];
}
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}
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return sliced;
}
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for (var i = 0; i &lt; json.layers.length; i++)
{
if (json.layers[i].type !== 'objectgroup')
{
continue;
}
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var curo = json.layers[i];
objects[curo.name] = [];
collision[curo.name] = [];
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for (var v = 0, len = curo.objects.length; v &lt; len; v++)
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{
// Object Tiles
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if (curo.objects[v].gid)
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{
var object = {
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gid: curo.objects[v].gid,
name: curo.objects[v].name,
type: curo.objects[v].hasOwnProperty("type") ? curo.objects[v].type : "",
x: curo.objects[v].x,
y: curo.objects[v].y,
visible: curo.objects[v].visible,
properties: curo.objects[v].properties
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};
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if (curo.objects[v].rotation)
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{
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object.rotation = curo.objects[v].rotation;
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}
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objects[curo.name].push(object);
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}
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else if (curo.objects[v].polyline)
{
var object = {
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name: curo.objects[v].name,
type: curo.objects[v].type,
x: curo.objects[v].x,
y: curo.objects[v].y,
width: curo.objects[v].width,
height: curo.objects[v].height,
visible: curo.objects[v].visible,
properties: curo.objects[v].properties
};
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if (curo.objects[v].rotation)
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{
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object.rotation = curo.objects[v].rotation;
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}
object.polyline = [];
// Parse the polyline into an array
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for (var p = 0; p &lt; curo.objects[v].polyline.length; p++)
{
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object.polyline.push([ curo.objects[v].polyline[p].x, curo.objects[v].polyline[p].y ]);
}
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collision[curo.name].push(object);
objects[curo.name].push(object);
}
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// polygon
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else if (curo.objects[v].polygon)
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{
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var object = slice(curo.objects[v],
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["name", "type", "x", "y", "visible", "rotation", "properties" ]);
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// Parse the polygon into an array
object.polygon = [];
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for (var p = 0; p &lt; curo.objects[v].polygon.length; p++)
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{
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object.polygon.push([ curo.objects[v].polygon[p].x, curo.objects[v].polygon[p].y ]);
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}
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objects[curo.name].push(object);
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}
// ellipse
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else if (curo.objects[v].ellipse)
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{
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var object = slice(curo.objects[v],
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["name", "type", "ellipse", "x", "y", "width", "height", "visible", "rotation", "properties" ]);
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objects[curo.name].push(object);
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}
// otherwise it's a rectangle
else
{
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var object = slice(curo.objects[v],
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["name", "type", "x", "y", "width", "height", "visible", "rotation", "properties" ]);
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object.rectangle = true;
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objects[curo.name].push(object);
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}
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}
}
map.objects = objects;
map.collision = collision;
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map.tiles = [];
// Finally lets build our super tileset index
for (var i = 0; i &lt; map.tilesets.length; i++)
{
var set = map.tilesets[i];
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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;
}
}
}
}
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// assign tile properties
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var layer;
var tile;
var sid;
var set;
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// go through each of the map layers
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for (var i = 0; i &lt; map.layers.length; i++)
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{
layer = map.layers[i];
// rows of tiles
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for (var j = 0; j &lt; layer.data.length; j++)
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{
row = layer.data[j];
// individual tiles
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for (var k = 0; k &lt; row.length; k++)
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{
tile = row[k];
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if (tile === null || tile.index &lt; 0)
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{
continue;
}
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// find the relevant tileset
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sid = map.tiles[tile.index][2];
set = map.tilesets[sid];
// if that tile type has any properties, add them to the tile object
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if (set.tileProperties &amp;&amp; set.tileProperties[tile.index - set.firstgid])
{
tile.properties = Phaser.Utils.mixin(set.tileProperties[tile.index - set.firstgid], tile.properties);
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}
}
}
}
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return map;
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}
};
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</pre>
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