/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.TilemapParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into a Tilemap. * * @class Phaser.TilemapParser */ Phaser.TilemapParser = { /** * Creates a Tileset object. * @method Phaser.TilemapParser.tileset * @param {Phaser.Game} game - Game reference to the currently running game. * @param {string} key - The Cache key of this tileset. * @param {number} tileWidth - Width of each single tile in pixels. * @param {number} tileHeight - Height of each single tile in pixels. * @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here. * @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here. * @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth. * @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight. * @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles. * @return {Phaser.Tileset} Generated Tileset object. */ tileset: function (game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) { // How big is our image? var img = game.cache.getTilesetImage(key); if (img === null) { console.warn("Phaser.TilemapParser.tileSet: Invalid image key given"); return null; } var width = img.width; var height = img.height; if (rows === -1) { rows = Math.round(width / tileWidth); } if (columns === -1) { columns = Math.round(height / tileHeight); } if (total === -1) { total = rows * columns; } // 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; } return new Phaser.Tileset(img, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total); }, /** * Parse tileset data from the cache and creates a Tileset object. * @method Phaser.TilemapParser.parse * @param {Phaser.Game} game - Game reference to the currently running game. * @param {string} key - The key of the tilemap in the Cache. * @return {object} The parsed map object. */ parse: function (game, key) { var map = game.cache.getTilemapData(key); if (map) { if (map.format === Phaser.Tilemap.CSV) { return this.parseCSV(map.data); } else if (map.format === Phaser.Tilemap.TILED_JSON) { return this.parseTiledJSON(map.data); } } else { return { layers: [], objects: [], images: [], tilesets: [] }; } }, /** * Parses a CSV file into valid map data. * @method Phaser.TilemapParser.parseCSV * @param {string} data - The CSV file data. * @return {object} Generated 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], 10); } if (width === 0) { width = column.length; } } // Build collision map return [{ name: 'csv', width: width, height: height, alpha: 1, visible: true, indexes: [], tileMargin: 0, tileSpacing: 0, data: output }]; }, /** * Parses a Tiled JSON file into valid map data. * @method Phaser.TilemapParser.parseJSON * @param {object} json - The JSON map data. * @return {object} Generated and parsed map data. */ parseTiledJSON: function (json) { // Map data will consist of: layers, objects, images, tilesets var map = {}; // Tile Layers var layers = []; for (var i = 0; i < json.layers.length; i++) { if (json.layers[i].type !== 'tilelayer') { continue; } var layer = { name: json.layers[i].name, x: json.layers[i].x, y: json.layers[i].y, width: json.layers[i].width, height: json.layers[i].height, alpha: json.layers[i].opacity, visible: json.layers[i].visible, properties: {}, tileWidth: json.tilewidth, tileHeight: json.tileheight, indexes: [], }; if (json.layers[i].properties) { layer.properties = json.layers[i].properties; } var x = 0; var row = []; var output = []; // Loop through the data field in the JSON. // This is an array containing the tile indexes, one after the other. 0 = no tile, everything else = the tile index (starting at 1) // If the map contains multiple tilesets then the indexes are relative to that which the set starts from // Need to set which tileset in the cache = which tileset in the JSON, if you do this manually it means you can use the same map data but a new tileset. for (var t = 0, len = json.layers[i].data.length; t < len; t++) { // index, x, y, width, height if (json.layers[i].data[t] > 0) { row.push(new Phaser.Tile(json.layers[i].data[t], x, output.length, json.tilewidth, json.tileheight)); } else { row.push(null); } x++; if (x === json.layers[i].width) { output.push(row); x = 0; row = []; } } layer.data = output; layers.push(layer); } map.layers = layers; // Images var images = []; for (var i = 0; i < json.layers.length; i++) { if (json.layers[i].type !== 'imagelayer') { continue; } var image = { name: json.layers[i].name, image: json.layers[i].image, x: json.layers[i].x, y: json.layers[i].y, alpha: json.layers[i].opacity, visible: json.layers[i].visible, properties: {} }; if (json.layers[i].properties) { image.properties = json.layers[i].properties; } images.push(image); } map.images = images; // Objects var objects = []; for (var i = 0; i < json.layers.length; i++) { if (json.layers[i].type !== 'objectgroup') { continue; } for (var v = 0; v < json.layers[i].objects.length; v++) { // For now we'll just support object tiles if (json.layers[i].objects[v].gid) { var object = { gid: json.layers[i].objects[v].gid, name: json.layers[i].objects[v].name, x: json.layers[i].objects[v].x, y: json.layers[i].objects[v].y, visible: json.layers[i].objects[v].visible, properties: json.layers[i].objects[v].properties }; objects.push(object); } } } map.objects = objects; // Tilesets var tilesets = []; /* // for (var i = this.firstgid; i < this.firstgid + this.total; i++) for (var i = 0; i < this.total; i++) { // Can add extra properties here as needed this.tiles[i] = [x, y]; x += this.tileWidth + this.tileSpacing; count++; if (count === this.total) { break; } countX++; if (countX === this.rows) { x = this.tileMargin; y += this.tileHeight + this.tileSpacing; countX = 0; countY++; if (countY === this.columns) { break; } } } */ /* { "firstgid":1, "image":"ground_1x1.png", "imageheight":32, "imagewidth":800, "margin":0, "name":"ground_1x1", "properties": { }, "spacing":0, "tileheight":32, "tileproperties": { "1": { "bounce":"1" } }, "tilewidth":32 }, Create 1 Tileset object that contains the above, but NOT the actual tile indexes Put the tile indexes into a global array (tiles?) - just need x,y + img - a drawImage look-up table */ for (var i = 0; i < json.tilesets.length; i++) { // name, firstgid, width, height, margin, spacing, properties var set = json.tilesets[i]; var newSet = new Phaser.Tileset(set.name, set.firstgid, set.tilewidth, set.tileheight, set.margin, set.spacing, set.properties); if (set.tileproperties) { newSet.tileProperties = set.tileproperties; } // rows, columns, total var rows = set.imageheight / set.tileheight; var columns = set.imagewidth / set.tilewidth; var total = rows * columns; newSet.rows = rows; newSet.columns = columns; newSet.total = total; tilesets.push(newSet); } // Lets build our super tileset index map.tilesets = tilesets; return map; } }