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Merge pull request #2413 from MannyC/warn_on_layer_compression
Detect if layer compression is used in a Tiled layer. Display warnin…
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commit
94ea978ac0
1 changed files with 11 additions and 7 deletions
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@ -13,7 +13,7 @@
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Phaser.TilemapParser = {
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/**
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* When scanning the Tiled map data the TilemapParser can either insert a null value (true) or
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* When scanning the Tiled map data the TilemapParser can either insert a null value (true) or
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* a Phaser.Tile instance with an index of -1 (false, the default). Depending on your game type
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* depends how this should be configured. If you've a large sparsely populated map and the tile
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* data doesn't need to change then setting this value to `true` will help with memory consumption.
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@ -233,15 +233,15 @@ Phaser.TilemapParser = {
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}
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var curl = json.layers[i];
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// Base64 decode data if necessary
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// NOTE: uncompressed base64 only.
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// NOTE: uncompressed base64 only.
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if (!curl.compression && curl.encoding && curl.encoding === "base64") {
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var binaryString = window.atob(curl.data);
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var len = binaryString.length;
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var bytes = new Array( len );
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// Interpret binaryString as an array of bytes representing
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// little-endian encoded uint32 values.
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// little-endian encoded uint32 values.
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for (var j = 0; j < len; j+=4) {
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bytes[j/4] = (binaryString.charCodeAt(j) |
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binaryString.charCodeAt(j+1) << 8 |
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@ -250,6 +250,10 @@ Phaser.TilemapParser = {
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}
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curl.data = bytes;
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}
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else if(curl.compression){
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console.warn('TilemapParser.parseTiledJSON - Layer compression is unsupported, skipping layer \'' + curl.name + '\'');
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continue;
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}
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var layer = {
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@ -292,7 +296,7 @@ Phaser.TilemapParser = {
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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)
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// If true the current tile is flipped or rotated (Tiled TMX format)
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if (gid > 0x20000000)
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{
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flippedVal = 0;
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@ -317,7 +321,7 @@ Phaser.TilemapParser = {
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gid -= 0x20000000;
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flippedVal += 1;
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}
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switch (flippedVal)
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{
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case 5:
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@ -446,7 +450,7 @@ Phaser.TilemapParser = {
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else
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{
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var newCollection = new Phaser.ImageCollection(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
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for (var ti in set.tiles)
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{
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var image = set.tiles[ti].image;
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