arcade-physics
Version:
Use Arcade Physics without Phaser.
62 lines • 2.02 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Tileset = require('../../Tileset');
/**
* Master list of tiles -> x, y, index in tileset.
*
* @function Phaser.Tilemaps.Parsers.Tiled.BuildTilesetIndex
* @since 3.0.0
*
* @param {Phaser.Tilemaps.MapData} mapData - The Map Data object.
*
* @return {array} An array of Tileset objects.
*/
var BuildTilesetIndex = function (mapData) {
var i;
var set;
var tiles = [];
for (i = 0; i < mapData.imageCollections.length; i++) {
var collection = mapData.imageCollections[i];
var images = collection.images;
for (var j = 0; j < images.length; j++) {
var image = images[j];
set = new Tileset(image.image, image.gid, collection.imageWidth, collection.imageHeight, 0, 0);
set.updateTileData(collection.imageWidth, collection.imageHeight);
mapData.tilesets.push(set);
}
}
for (i = 0; i < mapData.tilesets.length; i++) {
set = mapData.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
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 tiles;
};
module.exports = BuildTilesetIndex;
//# sourceMappingURL=BuildTilesetIndex.js.map