phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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JavaScript
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Tileset = require('../../Tileset');
/**
* [description]
*
* @function Phaser.Tilemaps.Parsers.Impact.ParseTilesets
* @since 3.0.0
*
* @param {object} json - [description]
*
* @return {array} [description]
*/
var ParseTilesets = function (json)
{
var tilesets = [];
var tilesetsNames = [];
for (var i = 0; i < json.layer.length; i++)
{
var layer = json.layer[i];
// A relative filepath to the source image (within Weltmeister) is used for the name
var tilesetName = layer.tilesetName;
// Only add unique tilesets that have a valid name. Collision layers will have a blank name.
if (tilesetName !== '' && tilesetsNames.indexOf(tilesetName) === -1)
{
tilesetsNames.push(tilesetName);
// Tiles are stored with an ID relative to the tileset, rather than a globally unique ID
// across all tilesets. Also, tilesets in Weltmeister have no margin or padding.
tilesets.push(new Tileset(tilesetName, 0, layer.tilesize, layer.tilesize, 0, 0));
}
}
return tilesets;
};
module.exports = ParseTilesets;