phaser/docs/src_tilemap_TilemapParser.js.html
2016-07-11 10:11:09 +01:00

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<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
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<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
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<a href="global.html#CANVAS">CANVAS</a>
</li>
<li class="class-depth-0">
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
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<a href="global.html#CREATURE">CREATURE</a>
</li>
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<a href="global.html#displayList">displayList</a>
</li>
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<a href="global.html#DOWN">DOWN</a>
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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#HORIZONTAL">HORIZONTAL</a>
</li>
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<a href="global.html#IMAGE">IMAGE</a>
</li>
<li class="class-depth-0">
<a href="global.html#intersectsRectangle">intersectsRectangle</a>
</li>
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT">LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
<li class="class-depth-0">
<a href="global.html#LINE">LINE</a>
</li>
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<a href="global.html#MATRIX">MATRIX</a>
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<a href="global.html#NONE">NONE</a>
</li>
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
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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#PORTRAIT">PORTRAIT</a>
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#RIGHT_BOTTOM">RIGHT_BOTTOM</a>
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<a href="global.html#RIGHT_CENTER">RIGHT_CENTER</a>
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<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
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<a href="global.html#ROPE">ROPE</a>
</li>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
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<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>
</li>
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<a href="global.html#TEXT">TEXT</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAP">TILEMAP</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
<li class="class-depth-0">
<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</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#VERTICAL">VERTICAL</a>
</li>
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<a href="global.html#VIDEO">VIDEO</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
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<div id="main">
<h1 class="page-title">Source: src/tilemap/TilemapParser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @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
* @static
*/
Phaser.TilemapParser = {
/**
* 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,
/**
* A tiled flag that resides within the 32 bit of the object gid and
* indicates whether the tiled/object is flipped horizontally.
*
* @constant
* @type {number}
*/
FLIPPED_HORIZONTALLY_FLAG: 0x80000000,
/**
* A tiled flag that resides within the 31 bit of the object gid and
* indicates whether the tiled/object is flipped vertically.
*
* @constant
* @type {number}
*/
FLIPPED_VERTICALLY_FLAG: 0x40000000,
/**
* A tiled flag that resides within the 30 bit of the object gid and
* indicates whether the tiled/object is flipped diagonally.
*
* @constant
* @type {number}
*/
FLIPPED_DIAGONALLY_FLAG: 0x20000000,
/**
* Parse tilemap data from the cache and creates a Tilemap object.
*
* @method Phaser.TilemapParser.parse
* @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.
*/
parse: function (game, key, tileWidth, tileHeight, width, height) {
if (tileWidth === undefined) { tileWidth = 32; }
if (tileHeight === undefined) { tileHeight = 32; }
if (width === undefined) { width = 10; }
if (height === undefined) { height = 10; }
if (key === undefined)
{
return this.getEmptyData();
}
if (key === null)
{
return this.getEmptyData(tileWidth, tileHeight, width, height);
}
var map = game.cache.getTilemapData(key);
if (map)
{
if (map.format === Phaser.Tilemap.CSV)
{
return this.parseCSV(key, map.data, tileWidth, tileHeight);
}
else if (!map.format || map.format === Phaser.Tilemap.TILED_JSON)
{
return this.parseTiledJSON(map.data);
}
}
else
{
console.warn('Phaser.TilemapParser.parse - No map data found for key ' + key);
}
},
/**
* Parses a CSV file into valid map data.
*
* @method Phaser.TilemapParser.parseCSV
* @param {string} key - The name you want to give the map data.
* @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.
* @return {object} Generated map data.
*/
parseCSV: function (key, data, tileWidth, tileHeight) {
var map = this.getEmptyData();
// 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++)
{
output[y] = [];
var column = rows[y].split(",");
for (var x = 0; x &lt; column.length; x++)
{
output[y][x] = new Phaser.Tile(map.layers[0], parseInt(column[x], 10), x, y, tileWidth, tileHeight);
}
if (width === 0)
{
width = column.length;
}
}
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;
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;
},
/**
* Returns an empty map data object.
*
* @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;
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: [],
bodies: [],
data: []
};
// fill with nulls?
layers.push(layer);
map.layers = layers;
map.images = [];
map.objects = {};
map.collision = {};
map.tilesets = [];
map.tiles = [];
return map;
},
/**
* Parses a Tiled JSON file into valid map data.
* @method Phaser.TilemapParser.parseJSON
* @param {object} json - The JSON map data.
* @return {object} Generated and parsed map data.
*/
parseTiledJSON: function (json) {
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.format = Phaser.Tilemap.TILED_JSON;
map.version = json.version;
map.properties = json.properties;
map.widthInPixels = map.width * map.tileWidth;
map.heightInPixels = map.height * map.tileHeight;
// Tile Layers
var layers = [];
for (var i = 0; i &lt; json.layers.length; i++)
{
if (json.layers[i].type !== 'tilelayer')
{
continue;
}
var curl = json.layers[i];
// 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 j = 0; j &lt; len; j+=4) {
bytes[j/4] = (binaryString.charCodeAt(j) |
binaryString.charCodeAt(j+1) &lt;&lt; 8 |
binaryString.charCodeAt(j+2) &lt;&lt; 16 |
binaryString.charCodeAt(j+3) &lt;&lt; 24) >>> 0;
}
curl.data = bytes;
delete curl.encoding;
}
else if(curl.compression){
console.warn('TilemapParser.parseTiledJSON - Layer compression is unsupported, skipping layer \'' + curl.name + '\'');
continue;
}
var layer = {
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,
properties: {},
indexes: [],
callbacks: [],
bodies: []
};
if (curl.properties)
{
layer.properties = curl.properties;
}
var x = 0;
var row = [];
var output = [];
var rotation, flipped, flippedVal, gid;
// Loop through the data field in the JSON.
// 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)
// 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 = curl.data.length; t &lt; len; t++)
{
rotation = 0;
flipped = false;
gid = curl.data[t];
// 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;
}
}
// index, x, y, width, height
if (gid > 0)
{
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;
}
else
{
if (Phaser.TilemapParser.INSERT_NULL)
{
row.push(null);
}
else
{
row.push(new Phaser.Tile(layer, -1, x, output.length, json.tilewidth, json.tileheight));
}
}
x++;
if (x === curl.width)
{
output.push(row);
x = 0;
row = [];
}
}
layer.data = output;
layers.push(layer);
}
map.layers = layers;
// Images
var images = [];
for (var i = 0; i &lt; json.layers.length; i++)
{
if (json.layers[i].type !== 'imagelayer')
{
continue;
}
var curi = json.layers[i];
var image = {
name: curi.name,
image: curi.image,
x: curi.x,
y: curi.y,
alpha: curi.opacity,
visible: curi.visible,
properties: {}
};
if (curi.properties)
{
image.properties = curi.properties;
}
images.push(image);
}
map.images = images;
// Tilesets &amp; Image Collections
var tilesets = [];
var imagecollections = [];
for (var i = 0; i &lt; json.tilesets.length; i++)
{
// name, firstgid, width, height, margin, spacing, properties
var set = json.tilesets[i];
if (set.image)
{
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;
}
// 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);
}
else
{
var newCollection = new Phaser.ImageCollection(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties);
for (var ti in set.tiles)
{
var image = set.tiles[ti].image;
var gid = set.firstgid + parseInt(ti, 10);
newCollection.addImage(gid, image);
}
imagecollections.push(newCollection);
}
}
map.tilesets = tilesets;
map.imagecollections = imagecollections;
// Objects &amp; Collision Data (polylines, etc)
var objects = {};
var collision = {};
function slice (obj, fields) {
var sliced = {};
for (var k in fields)
{
var key = fields[k];
if (typeof obj[key] !== 'undefined')
{
sliced[key] = obj[key];
}
}
return sliced;
}
for (var i = 0; i &lt; json.layers.length; i++)
{
if (json.layers[i].type !== 'objectgroup')
{
continue;
}
var curo = json.layers[i];
objects[curo.name] = [];
collision[curo.name] = [];
for (var v = 0, len = curo.objects.length; v &lt; len; v++)
{
// Object Tiles
if (curo.objects[v].gid)
{
var self = this;
var object = {
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,
width: curo.objects[v].width,
height: curo.objects[v].height,
visible: curo.objects[v].visible,
properties: curo.objects[v].properties,
horizontallyFlipped: curo.objects[v].gid &amp; self.FLIPPED_HORIZONTALLY_FLAG,
verticallyFlipped: curo.objects[v].gid &amp; self.FLIPPED_VERTICALLY_FLAG,
diagonallyFlipped: curo.objects[v].gid &amp; self.FLIPPED_DIAGONALLY_FLAG
};
if (curo.objects[v].rotation)
{
object.rotation = curo.objects[v].rotation;
}
objects[curo.name].push(object);
}
else if (curo.objects[v].polyline)
{
var object = {
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
};
if (curo.objects[v].rotation)
{
object.rotation = curo.objects[v].rotation;
}
object.polyline = [];
// Parse the polyline into an array
for (var p = 0; p &lt; curo.objects[v].polyline.length; p++)
{
object.polyline.push([ curo.objects[v].polyline[p].x, curo.objects[v].polyline[p].y ]);
}
collision[curo.name].push(object);
objects[curo.name].push(object);
}
// polygon
else if (curo.objects[v].polygon)
{
var object = slice(curo.objects[v],
["name", "type", "x", "y", "visible", "rotation", "properties" ]);
// Parse the polygon into an array
object.polygon = [];
for (var p = 0; p &lt; curo.objects[v].polygon.length; p++)
{
object.polygon.push([ curo.objects[v].polygon[p].x, curo.objects[v].polygon[p].y ]);
}
objects[curo.name].push(object);
}
// ellipse
else if (curo.objects[v].ellipse)
{
var object = slice(curo.objects[v],
["name", "type", "ellipse", "x", "y", "width", "height", "visible", "rotation", "properties" ]);
objects[curo.name].push(object);
}
// otherwise it's a rectangle
else
{
var object = slice(curo.objects[v],
["name", "type", "x", "y", "width", "height", "visible", "rotation", "properties" ]);
object.rectangle = true;
objects[curo.name].push(object);
}
}
}
map.objects = objects;
map.collision = collision;
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;
}
}
}
}
// assign tile properties
var layer;
var tile;
var sid;
var set;
// go through each of the map layers
for (var i = 0; i &lt; map.layers.length; i++)
{
layer = map.layers[i];
// rows of tiles
for (var j = 0; j &lt; layer.data.length; j++)
{
row = layer.data[j];
// individual tiles
for (var k = 0; k &lt; row.length; k++)
{
tile = row[k];
if (tile === null || tile.index &lt; 0)
{
continue;
}
// find the relevant tileset
sid = map.tiles[tile.index][2];
set = map.tilesets[sid];
// if that tile type has any properties, add them to the tile object
if (set.tileProperties &amp;&amp; set.tileProperties[tile.index - set.firstgid])
{
tile.properties = Phaser.Utils.mixin(set.tileProperties[tile.index - set.firstgid], tile.properties);
}
}
}
}
return map;
}
};
</pre>
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