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 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|Phaser.Tilemaps.Tilemap)} 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;