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https://github.com/wassname/phaser.git
synced 2026-07-13 01:00:12 +08:00
Tileset working, map coming next.
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@@ -1,16 +1,5 @@
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Phaser.TilemapParser = {
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/**
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* Parse a Sprite Sheet and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.spriteSheet
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
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* @param {number} frameWidth - The fixed width of each frame of the animation.
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* @param {number} frameHeight - The fixed height of each frame of the animation.
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* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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tileset: function (game, key, tileWidth, tileHeight, tileMax) {
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// How big is our image?
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@@ -54,7 +43,7 @@ Phaser.TilemapParser = {
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var x = 0;
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var y = 0;
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var tileset = new Phaser.Tileset(key, tileWidth, tileHeight);
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var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight);
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for (var i = 0; i < total; i++)
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{
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@@ -73,47 +62,110 @@ Phaser.TilemapParser = {
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},
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parse: function (game, data, format) {
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if (format == Phaser.Tilemap.CSV)
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{
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return this.parseCSV(data);
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}
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else if (format == Phaser.Tilemap.TILED_JSON)
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{
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return this.parseTiledJSON(data);
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}
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},
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/**
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* Parse csv map data and generate tiles.
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*
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* @method Phaser.Tilemap.prototype.parseCSV
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* @param {string} data - CSV map data.
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* @param {string} key - Asset key for tileset image.
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* @param {number} tileWidth - Width of its tile.
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* @param {number} tileHeight - Height of its tile.
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*/
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parseCSV: function (data, key, tileWidth, tileHeight) {
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// var layer = new Phaser.TilemapLayer(this, 0, key, Phaser.Tilemap.CSV, 'TileLayerCSV' + this.layers.length.toString(), tileWidth, tileHeight);
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parseCSV: function (data) {
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// Trim any rogue whitespace from the data
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data = data.trim();
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var output = [];
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var rows = data.split("\n");
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for (var i = 0; i < rows.length; i++)
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{
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output[i] = [];
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var column = rows[i].split(",");
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if (column.length > 0)
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for (var c = 0; c < column.length; c++)
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{
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// layer.addColumn(column);
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output[i][c] = parseInt(column[c]);
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}
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}
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// layer.updateBounds();
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// layer.createCanvas();
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return [{ name: 'csv', alpha: 1, visible: true, tileMargin: 0, tileSpacing: 0, data: output }];
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// var tileQuantity = layer.parseTileOffsets();
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},
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// this.currentLayer = layer;
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// this.collisionLayer = layer;
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// this.layers.push(layer);
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/**
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* Parse JSON map data and generate tiles.
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*
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* @method Phaser.Tilemap.prototype.parseTiledJSON
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* @param {string} data - JSON map data.
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* @param {string} key - Asset key for tileset image.
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*/
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parseTiledJSON: function (json) {
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// this.width = this.currentLayer.widthInPixels;
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// this.height = this.currentLayer.heightInPixels;
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var layers = [];
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// this.generateTiles(tileQuantity);
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for (var i = 0; i < json.layers.length; i++)
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{
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// Check it's a data layer
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if (!json.layers[i].data)
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{
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continue;
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}
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// json.tilewidth
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// json.tileheight
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var layer = {
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name: json.layers[i].name,
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alpha: json.layers[i].opacity,
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visible: json.layers[i].visible,
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tileMargin: json.tilesets[0].margin,
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tileSpacing: json.tilesets[0].spacing
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};
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var output = [];
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var c = 0;
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var row;
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for (var t = 0; t < json.layers[i].data.length; t++)
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{
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if (c == 0)
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{
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row = [];
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}
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row.push(json.layers[i].data[t]);
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c++;
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if (c == json.layers[i].width)
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{
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output.push(row);
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// layer.addColumn(row);
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c = 0;
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}
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}
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layers.data = output;
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this.layers.push(layer);
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}
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return layers;
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}
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