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Tilemap out of array


Santiago93
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for (var y in map.data.floor) {
    var row = map.data.floor[y].split(',');
    for (var x in row) {
        var tile = row[x];
        RPG.fn.draw.tile(tileset, tileTexture, 1, tile, x, y);
    }
}
render.tile = function (tileset, tileTexture, layerID, tile, x, y) {
    var a = tile.split(':')[0],
        b = tile.split(':')[1],
        tileProperties = tileset.regions[a],
        tileSprite = null,
        group_B = [
            "default",
            "blank",
            "cross",
            "top_left",
            "top_center",
            "top_right",
            "middle_left",
            "middle_center",
            "middle_right",
            "bottom_left",
            "bottom_center",
            "bottom_right"
        ];
    // Creat holder for tiles to reuse textures
    if (tileset.tiles === undefined) {
        tileset.tiles = {};
    }
    // if tile is not present then creat tiles
    if (tileset.tiles[tileProperties.name] === undefined) {
        tile = RPG.fn.load.tile(tileset, tileTexture, tileProperties, group_B);
    }
    tileSprite = new PIXI.Sprite(tileset.tiles[tileProperties.name][group_B[b]]);
    tileSprite.scale.x = RPG.fn.config.scaleFactor;
    tileSprite.scale.y = RPG.fn.config.scaleFactor;
    RPG.fn.layers[layerID].addChild(tileSprite);
    tileSprite.position.x = RPG.fn.convert.GridToPixel(x) * RPG.fn.config.scaleFactor;
    tileSprite.position.y = RPG.fn.convert.GridToPixel(y) * RPG.fn.config.scaleFactor;
};

 

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