2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2017-11-17 21:55:12 +00:00
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var Formats = require('./Formats');
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var MapData = require('./mapdata/MapData');
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2018-02-07 21:58:23 +00:00
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var Parse = require('./parsers/Parse');
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2017-11-17 21:55:12 +00:00
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var Tilemap = require('./Tilemap');
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2017-11-29 19:53:05 +00:00
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/**
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* Create a Tilemap from the given key or data. If neither is given, make a blank Tilemap. When
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* loading from CSV or a 2D array, you should specify the tileWidth & tileHeight. When parsing from
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* a map from Tiled, the tileWidth, tileHeight, width & height will be pulled from the map data. For
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* an empty map, you should specify tileWidth, tileHeight, width & height.
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*
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2018-02-07 21:58:23 +00:00
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* @function Phaser.Tilemaps.ParseToTilemap
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene to which this Tilemap belongs.
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2017-11-29 19:53:05 +00:00
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* @param {string} [key] - The key in the Phaser cache that corresponds to the loaded tilemap data.
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2017-11-29 21:07:56 +00:00
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* @param {integer} [tileWidth=32] - The width of a tile in pixels.
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* @param {integer} [tileHeight=32] - The height of a tile in pixels.
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* @param {integer} [width=10] - The width of the map in tiles.
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* @param {integer} [height=10] - The height of the map in tiles.
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* @param {integer[][]} [data] - Instead of loading from the cache, you can also load directly from
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* a 2D array of tile indexes.
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2017-11-29 19:53:05 +00:00
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* @param {boolean} [insertNull=false] - Controls how empty tiles, tiles with an index of -1, in the
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* map data are handled. If `true`, empty locations will get a value of `null`. If `false`, empty
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* location will get a Tile object with an index of -1. If you've a large sparsely populated map and
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* the tile data doesn't need to change then setting this value to `true` will help with memory
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* consumption. However if your map is small or you need to update the tiles dynamically, then leave
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* the default value set.
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2018-02-07 21:58:23 +00:00
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*
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2018-02-07 23:27:01 +00:00
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* @return {Phaser.Tilemaps.Tilemap}
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2017-11-29 19:53:05 +00:00
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*/
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2017-11-17 21:55:12 +00:00
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var ParseToTilemap = function (scene, key, tileWidth, tileHeight, width, height, data, insertNull)
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{
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if (tileWidth === undefined) { tileWidth = 32; }
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if (tileHeight === undefined) { tileHeight = 32; }
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if (width === undefined) { width = 10; }
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if (height === undefined) { height = 10; }
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if (insertNull === undefined) { insertNull = false; }
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var mapData = null;
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if (Array.isArray(data))
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{
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var name = key !== undefined ? key : 'map';
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2018-01-18 00:30:22 +00:00
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mapData = Parse(name, Formats.ARRAY_2D, data, tileWidth, tileHeight, insertNull);
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2017-11-17 21:55:12 +00:00
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}
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else if (key !== undefined)
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{
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var tilemapData = scene.cache.tilemap.get(key);
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if (!tilemapData)
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{
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console.warn('No map data found for key ' + key);
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}
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else
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{
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mapData = Parse(key, tilemapData.format, tilemapData.data, tileWidth, tileHeight, insertNull);
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}
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}
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if (mapData === null)
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{
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mapData = new MapData({
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tileWidth: tileWidth,
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tileHeight: tileHeight,
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width: width,
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height: height
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});
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}
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return new Tilemap(scene, mapData);
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};
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module.exports = ParseToTilemap;
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