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1012 lines
25 KiB
HTML
1012 lines
25 KiB
HTML
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<h1 class="page-title">Source: tilemap/TilemapParser.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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/**
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* Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap.
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*
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* @class Phaser.TilemapParser
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*/
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Phaser.TilemapParser = {
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/**
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* Creates a Tileset object.
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* @method Phaser.TilemapParser.tileset
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {string} key - The Cache key of this tileset.
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* @param {number} tileWidth - Width of each single tile in pixels.
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* @param {number} tileHeight - Height of each single tile in pixels.
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* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
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* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
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* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
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* @return {Phaser.Tileset} Generated Tileset object.
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*/
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tileset: function (game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
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// How big is our image?
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var img = game.cache.getTilesetImage(key);
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if (img === null)
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{
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console.warn("Phaser.TilemapParser.tileSet: Invalid image key given");
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return null;
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}
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var width = img.width;
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var height = img.height;
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if (rows === -1)
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{
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rows = Math.round(width / tileWidth);
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}
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if (columns === -1)
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{
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columns = Math.round(height / tileHeight);
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}
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if (total === -1)
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{
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total = rows * columns;
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}
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// Zero or smaller than tile sizes?
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if (width === 0 || height === 0 || width < tileWidth || height < tileHeight || total === 0)
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{
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console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height < given tileWidth/tileHeight");
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return null;
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}
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return new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total);
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},
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/**
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* Parse tilemap data from the cache and creates a Tilemap object.
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* @method Phaser.TilemapParser.parse
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* @param {Phaser.Game} game - Game reference to the currently running game.
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* @param {string} key - The key of the tilemap in the Cache.
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* @return {object} The parsed map object.
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*/
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parse: function (game, key) {
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var map = game.cache.getTilemapData(key);
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if (map)
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{
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if (map.format === Phaser.Tilemap.CSV)
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{
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return this.parseCSV(map.data);
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}
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else if (map.format === Phaser.Tilemap.TILED_JSON)
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{
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return this.parseTiledJSON(map.data);
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}
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}
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else
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{
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return this.getEmptyData();
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}
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},
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/**
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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.
|
|
* @return {object} Generated map data.
|
|
*/
|
|
parseCSV: function (data) {
|
|
|
|
// 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 i = 0; i < rows.length; i++)
|
|
{
|
|
output[i] = [];
|
|
|
|
var column = rows[i].split(",");
|
|
|
|
for (var c = 0; c < column.length; c++)
|
|
{
|
|
output[i][c] = parseInt(column[c], 10);
|
|
}
|
|
|
|
if (width === 0)
|
|
{
|
|
width = column.length;
|
|
}
|
|
}
|
|
|
|
// Build collision map
|
|
|
|
return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }];
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an empty map data object.
|
|
* @method Phaser.TilemapParser.getEmptyData
|
|
* @return {object} Generated map data.
|
|
*/
|
|
getEmptyData: function () {
|
|
|
|
var map = {};
|
|
|
|
map.width = 0;
|
|
map.height = 0;
|
|
map.tileWidth = 0;
|
|
map.tileHeight = 0;
|
|
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: [],
|
|
data: []
|
|
|
|
};
|
|
|
|
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.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 < json.layers.length; i++)
|
|
{
|
|
if (json.layers[i].type !== 'tilelayer')
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var layer = {
|
|
|
|
name: json.layers[i].name,
|
|
x: json.layers[i].x,
|
|
y: json.layers[i].y,
|
|
width: json.layers[i].width,
|
|
height: json.layers[i].height,
|
|
widthInPixels: json.layers[i].width * json.tilewidth,
|
|
heightInPixels: json.layers[i].height * json.tileheight,
|
|
alpha: json.layers[i].opacity,
|
|
visible: json.layers[i].visible,
|
|
properties: {},
|
|
indexes: [],
|
|
callbacks: [],
|
|
bodies: []
|
|
|
|
};
|
|
|
|
if (json.layers[i].properties)
|
|
{
|
|
layer.properties = json.layers[i].properties;
|
|
}
|
|
|
|
var x = 0;
|
|
var row = [];
|
|
var output = [];
|
|
|
|
// Loop through the data field in the JSON.
|
|
|
|
// This is an array containing the tile indexes, one after the other. 0 = no tile, everything else = the tile index (starting at 1)
|
|
// 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 = json.layers[i].data.length; t < len; t++)
|
|
{
|
|
// index, x, y, width, height
|
|
if (json.layers[i].data[t] > 0)
|
|
{
|
|
row.push(new Phaser.Tile(layer, json.layers[i].data[t], x, output.length, json.tilewidth, json.tileheight));
|
|
}
|
|
else
|
|
{
|
|
row.push(null);
|
|
}
|
|
|
|
x++;
|
|
|
|
if (x === json.layers[i].width)
|
|
{
|
|
output.push(row);
|
|
x = 0;
|
|
row = [];
|
|
}
|
|
}
|
|
|
|
layer.data = output;
|
|
|
|
layers.push(layer);
|
|
|
|
}
|
|
|
|
map.layers = layers;
|
|
|
|
// Images
|
|
var images = [];
|
|
|
|
for (var i = 0; i < json.layers.length; i++)
|
|
{
|
|
if (json.layers[i].type !== 'imagelayer')
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var image = {
|
|
|
|
name: json.layers[i].name,
|
|
image: json.layers[i].image,
|
|
x: json.layers[i].x,
|
|
y: json.layers[i].y,
|
|
alpha: json.layers[i].opacity,
|
|
visible: json.layers[i].visible,
|
|
properties: {}
|
|
|
|
};
|
|
|
|
if (json.layers[i].properties)
|
|
{
|
|
image.properties = json.layers[i].properties;
|
|
}
|
|
|
|
images.push(image);
|
|
|
|
}
|
|
|
|
map.images = images;
|
|
|
|
// Objects & Collision Data (polylines, etc)
|
|
var objects = {};
|
|
var collision = {};
|
|
|
|
for (var i = 0; i < json.layers.length; i++)
|
|
{
|
|
if (json.layers[i].type !== 'objectgroup')
|
|
{
|
|
continue;
|
|
}
|
|
|
|
objects[json.layers[i].name] = [];
|
|
collision[json.layers[i].name] = [];
|
|
|
|
for (var v = 0, len = json.layers[i].objects.length; v < len; v++)
|
|
{
|
|
// Object Tiles
|
|
if (json.layers[i].objects[v].gid)
|
|
{
|
|
var object = {
|
|
|
|
gid: json.layers[i].objects[v].gid,
|
|
name: json.layers[i].objects[v].name,
|
|
x: json.layers[i].objects[v].x,
|
|
y: json.layers[i].objects[v].y,
|
|
visible: json.layers[i].objects[v].visible,
|
|
properties: json.layers[i].objects[v].properties
|
|
|
|
};
|
|
|
|
objects[json.layers[i].name].push(object);
|
|
}
|
|
else if (json.layers[i].objects[v].polyline)
|
|
{
|
|
var object = {
|
|
|
|
name: json.layers[i].objects[v].name,
|
|
x: json.layers[i].objects[v].x,
|
|
y: json.layers[i].objects[v].y,
|
|
width: json.layers[i].objects[v].width,
|
|
height: json.layers[i].objects[v].height,
|
|
visible: json.layers[i].objects[v].visible,
|
|
properties: json.layers[i].objects[v].properties
|
|
|
|
};
|
|
|
|
object.polyline = [];
|
|
|
|
// Parse the polyline into an array
|
|
for (var p = 0; p < json.layers[i].objects[v].polyline.length; p++)
|
|
{
|
|
object.polyline.push([ json.layers[i].objects[v].polyline[p].x, json.layers[i].objects[v].polyline[p].y ]);
|
|
}
|
|
|
|
collision[json.layers[i].name].push(object);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
map.objects = objects;
|
|
map.collision = collision;
|
|
|
|
// Tilesets
|
|
var tilesets = [];
|
|
|
|
for (var i = 0; i < json.tilesets.length; i++)
|
|
{
|
|
// name, firstgid, width, height, margin, spacing, properties
|
|
var set = json.tilesets[i];
|
|
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;
|
|
}
|
|
|
|
newSet.rows = (set.imageheight - set.margin) / (set.tileheight + set.spacing);
|
|
newSet.columns = (set.imagewidth - set.margin) / (set.tilewidth + set.spacing);
|
|
newSet.total = newSet.rows * newSet.columns;
|
|
|
|
tilesets.push(newSet);
|
|
}
|
|
|
|
map.tilesets = tilesets;
|
|
|
|
map.tiles = [];
|
|
|
|
// Finally lets build our super tileset index
|
|
for (var i = 0; i < 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 < 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
return map;
|
|
|
|
}
|
|
|
|
}
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Fri Feb 21 2014 15:36:22 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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