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phaser

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

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/** * @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;