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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!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 class="class-depth-0"> <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 class="class-depth-1"> <a 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class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</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 = { /** * 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 (typeof tileWidth === 'undefined') { tileWidth = 32; } if (typeof tileHeight === 'undefined') { tileHeight = 32; } if (typeof width === 'undefined') { width = 10; } if (typeof height === 'undefined') { height = 10; } if (typeof 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} 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' && tileWidth !== null) { map.tileWidth = tileWidth; } if (typeof tileHeight !== 'undefined' && tileHeight !== null) { map.tileHeight = tileHeight; } if (typeof width !== 'undefined' && width !== null) { map.width = width; } if (typeof height !== 'undefined' && 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 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. -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 = 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(new Phaser.Tile(layer, -1, x, output.length, json.tilewidth, json.tileheight)); } 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; // 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 = Math.round((set.imageheight - set.margin) / (set.tileheight + set.spacing)); newSet.columns = Math.round((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; // Objects & Collision Data (polylines, etc) var objects = {}; var collision = {}; function slice (obj, fields) { var sliced = {}; for (var k in fields) { var key = fields[k]; sliced[key] = obj[key]; } return sliced; } 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, type: json.layers[i].objects[v].type, 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); objects[json.layers[i].name].push(object); } // polygon else if (json.layers[i].objects[v].polygon) { var object = slice(json.layers[i].objects[v], ["name", "type", "x", "y", "visible", "properties" ]); // Parse the polygon into an array object.polygon = []; for (var p = 0; p &lt; json.layers[i].objects[v].polygon.length; p++) { object.polygon.push([ json.layers[i].objects[v].polygon[p].x, json.layers[i].objects[v].polygon[p].y ]); } objects[json.layers[i].name].push(object); } // ellipse else if (json.layers[i].objects[v].ellipse) { var object = slice(json.layers[i].objects[v], ["name", "type", "ellipse", "x", "y", "width", "height", "visible", "properties" ]); objects[json.layers[i].name].push(object); } // otherwise it's a rectangle else { var object = slice(json.layers[i].objects[v], ["name", "type", "x", "y", "width", "height", "visible", "properties" ]); object.rectangle = true; objects[json.layers[i].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 i,j,k; var layer, tile, sid, set; // go through each of the map layers for (i = 0; i &lt; map.layers.length; i++) { layer = map.layers[i]; // rows of tiles for (j = 0; j &lt; layer.data.length; j++) { row = layer.data[j]; // individual tiles for (k = 0; k &lt; row.length; k++) { tile = row[k]; if(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 && set.tileProperties[tile.index - set.firstgid]) { tile.properties = set.tileProperties[tile.index - set.firstgid]; } } } } 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 Thu Oct 09 2014 16:09:45 GMT+0100 (BST) 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}); 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