Phaser.TilemapParser = { tileset: function (game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) { // How big is our image? var img = game.cache.getTilesetImage(key); if (img == null) { return null; } var width = img.width; var height = img.height; // If no tile width/height is given, try and figure it out (won't work if the tileset has margin/spacing) if (tileWidth <= 0) { tileWidth = Math.floor(-width / Math.min(-1, tileWidth)); } if (tileHeight <= 0) { tileHeight = Math.floor(-height / Math.min(-1, tileHeight)); } var row = Math.round(width / tileWidth); var column = Math.round(height / tileHeight); var total = row * column; if (tileMax !== -1) { total = tileMax; } // Zero or smaller than tile sizes? if (width === 0 || height === 0 || width < tileWidth || height < tileHeight || total === 0) { console.warn("Phaser.TilemapParser.tileSet: width/height zero or width/height < given tileWidth/tileHeight"); return null; } // Let's create some tiles var x = tileMargin; var y = tileMargin; var tileset = new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing); for (var i = 0; i < total; i++) { tileset.addTile(new Phaser.Tile(tileset, i, x, y, tileWidth, tileHeight)); x += tileWidth + tileSpacing; if (x === width) { x = tileMargin; y += tileHeight + tileSpacing; } } return tileset; }, parse: function (game, data, format) { if (format === Phaser.Tilemap.CSV) { return this.parseCSV(data); } else if (format === Phaser.Tilemap.TILED_JSON) { return this.parseTiledJSON(data); } }, /** * Parse csv map data and generate tiles. * * @method Phaser.Tilemap.prototype.parseCSV * @param {string} data - CSV map data. */ parseCSV: function (data) { // 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 i = 0; i < rows.length; i++) { output[i] = []; var column = rows[i].split(","); for (var c = 0; c < column.length; c++) { output[i][c] = parseInt(column[c]); } if (width === 0) { width = column.length; } } return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }]; }, /** * Parse JSON map data and generate tiles. * * @method Phaser.Tilemap.prototype.parseTiledJSON * @param {string} data - JSON map data. * @param {string} key - Asset key for tileset image. */ parseTiledJSON: function (json) { var layers = []; for (var i = 0; i < json.layers.length; i++) { // Check it's a data layer if (!json.layers[i].data) { continue; } // json.tilewidth // json.tileheight var layer = { name: json.layers[i].name, width: json.layers[i].width, height: json.layers[i].height, alpha: json.layers[i].opacity, visible: json.layers[i].visible, indexes: [], tileMargin: json.tilesets[0].margin, tileSpacing: json.tilesets[0].spacing, }; var output = []; var c = 0; var row; for (var t = 0; t < json.layers[i].data.length; t++) { if (c === 0) { row = []; } row.push(json.layers[i].data[t]); c++; if (c == json.layers[i].width) { output.push(row); c = 0; } } layer.data = output; layers.push(layer); } return layers; } }