phaser/docs/TilemapParser.js.html

1019 lines
25 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: tilemap/TilemapParser.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.Animation.html">Animation</a>
</li>
<li>
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li>
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapFont.html">BitmapFont</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li>
<a href="Phaser.Button.html">Button</a>
</li>
<li>
<a href="Phaser.Cache.html">Cache</a>
</li>
<li>
<a href="Phaser.Camera.html">Camera</a>
</li>
<li>
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li>
<a href="Phaser.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
<li>
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li>
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li>
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Image.html">Image</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.Line.html">Line</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Physics.World.html">World</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="global.html#canUseNewCanvasBlendModes">canUseNewCanvasBlendModes</a>
</li>
<li>
<a href="global.html#getBounds">getBounds</a>
</li>
<li>
<a href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a>
</li>
<li>
<a href="global.html#hex2rgb">hex2rgb</a>
</li>
<li>
<a href="global.html#hitTest">hitTest</a>
</li>
<li>
<a href="global.html#rgb2hex">rgb2hex</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: tilemap/TilemapParser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 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
*/
Phaser.TilemapParser = {
/**
* Creates a Tileset object.
* @method Phaser.TilemapParser.tileset
* @param {Phaser.Game} game - Game reference to the currently running game.
* @param {string} key - The Cache key of this tileset.
* @param {number} tileWidth - Width of each single tile in pixels.
* @param {number} tileHeight - Height of each single tile in pixels.
* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
* @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.
* @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.
* @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.
* @return {Phaser.Tileset} Generated Tileset object.
*/
tileset: function (game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
// How big is our image?
var img = game.cache.getTilesetImage(key);
if (img === null)
{
console.warn("Phaser.TilemapParser.tileSet: Invalid image key given");
return null;
}
var width = img.width;
var height = img.height;
if (rows === -1)
{
rows = Math.round(width / tileWidth);
}
if (columns === -1)
{
columns = Math.round(height / tileHeight);
}
if (total === -1)
{
total = rows * columns;
}
// Zero or smaller than tile sizes?
if (width === 0 || height === 0 || width &lt; tileWidth || height &lt; tileHeight || total === 0)
{
console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height &lt; given tileWidth/tileHeight");
return null;
}
return new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total);
},
/**
* 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.
* @return {object} The parsed map object.
*/
parse: function (game, key) {
var map = game.cache.getTilemapData(key);
if (map)
{
if (map.format === Phaser.Tilemap.CSV)
{
return this.parseCSV(map.data);
}
else if (map.format === Phaser.Tilemap.TILED_JSON)
{
return this.parseTiledJSON(map.data);
}
}
else
{
return this.getEmptyData();
}
},
/**
* Parses a CSV file into valid map data.
* @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 &lt; rows.length; i++)
{
output[i] = [];
var column = rows[i].split(",");
for (var c = 0; c &lt; 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 &lt; 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 &lt; 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 &lt; 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 &lt; 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 &lt; 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 &lt; 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 &lt; 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;
if (newSet.rows % 1 !== 0 || newSet.columns % 1 !== 0)
{
console.warn('TileSet image dimensions do not match expected dimensions. Tileset width/height must be evenly divisible by Tilemap tile width/height.');
}
else
{
tilesets.push(newSet);
}
}
map.tilesets = tilesets;
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;
}
}
}
}
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 Mon Feb 24 2014 12:11:34 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>