# Source: tilemap/TilemapParser.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2014 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 = {

        /**
        * Parse tilemap data from the cache and creates a Tilemap 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.
        * @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
        * @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
        * @param {number} [width=10] - The width of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
        * @param {number} [height=10] - The height of the map in tiles. If this map is created from Tiled or CSV data you don't need to specify this.
        * @return {object} The parsed map object.
        */
        parse: function (game, key, tileWidth, tileHeight, width, height) {

            if (typeof tileWidth === 'undefined') { tileWidth = 32; }
            if (typeof tileHeight === 'undefined') { tileHeight = 32; }
            if (typeof width === 'undefined') { width = 10; }
            if (typeof height === 'undefined') { height = 10; }

            if (typeof key === 'undefined')
            {
                return this.getEmptyData();
            }

            if (key === null)
            {
                return this.getEmptyData(tileWidth, tileHeight, width, height);
            }

            var map = game.cache.getTilemapData(key);

            if (map)
            {
                if (map.format === Phaser.Tilemap.CSV)
                {
                    return this.parseCSV(key, map.data, tileWidth, tileHeight);
                }
                else if (!map.format || map.format === Phaser.Tilemap.TILED_JSON)
                {
                    return this.parseTiledJSON(map.data);
                }
            }
            else
            {
                console.warn('Phaser.TilemapParser.parse - No map data found for key ' + key);
            }

        },

        /**
        * Parses a CSV file into valid map data.
        *
        * @method Phaser.TilemapParser.parseCSV
        * @param {string} data - The CSV file data.
        * @param {number} [tileWidth=32] - The pixel width of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
        * @param {number} [tileHeight=32] - The pixel height of a single map tile. If using CSV data you must specify this. Not required if using Tiled map data.
        * @return {object} Generated map data.
        */
        parseCSV: function (key, data, tileWidth, tileHeight) {

            var map = this.getEmptyData();

            //  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 y = 0; y < rows.length; y++)
            {
                output[y] = [];

                var column = rows[y].split(",");

                for (var x = 0; x < column.length; x++)
                {
                    output[y][x] = new Phaser.Tile(map.layers[0], parseInt(column[x], 10), x, y, tileWidth, tileHeight);
                }

                if (width === 0)
                {
                    width = column.length;
                }
            }

            map.format = Phaser.Tilemap.CSV;
            map.name = key;
            map.width = width;
            map.height = height;
            map.tileWidth = tileWidth;
            map.tileHeight = tileHeight;
            map.widthInPixels = width * tileWidth;
            map.heightInPixels = height * tileHeight;

            map.layers[0].width = width;
            map.layers[0].height = height;
            map.layers[0].widthInPixels = map.widthInPixels;
            map.layers[0].heightInPixels = map.heightInPixels;
            map.layers[0].data = output;

            return map;

        },

        /**
        * Returns an empty map data object.
        *
        * @method Phaser.TilemapParser.getEmptyData
        * @return {object} Generated map data.
        */
        getEmptyData: function (tileWidth, tileHeight, width, height) {

            var map = {};

            map.width = 0;
            map.height = 0;
            map.tileWidth = 0;
            map.tileHeight = 0;

            if (typeof tileWidth !== 'undefined' && tileWidth !== null) { map.tileWidth = tileWidth; }
            if (typeof tileHeight !== 'undefined' && tileHeight !== null) { map.tileHeight = tileHeight; }
            if (typeof width !== 'undefined' && width !== null) { map.width = width; }
            if (typeof height !== 'undefined' && height !== null) { map.height = height; }

            map.orientation = 'orthogonal';
            map.version = '1';
            map.properties = {};
            map.widthInPixels = 0;
            map.heightInPixels = 0;

            var layers = [];

            var layer = {

                name: 'layer',
                x: 0,
                y: 0,
                width: 0,
                height: 0,
                widthInPixels: 0,
                heightInPixels: 0,
                alpha: 1,
                visible: true,
                properties: {},
                indexes: [],
                callbacks: [],
                data: []

            };

            //  fill with nulls?

            layers.push(layer);

            map.layers = layers;
            map.images = [];
            map.objects = {};
            map.collision = {};
            map.tilesets = [];
            map.tiles = [];

            return map;

        },

        /**
        * 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) {

            if (json.orientation !== 'orthogonal')
            {
                console.warn('TilemapParser.parseTiledJSON: Only orthogonal map types are supported in this version of Phaser');
                return null;
            }

            //  Map data will consist of: layers, objects, images, tilesets, sizes
            var map = {};

            map.width = json.width;
            map.height = json.height;
            map.tileWidth = json.tilewidth;
            map.tileHeight = json.tileheight;
            map.orientation = json.orientation;
            map.format = Phaser.Tilemap.TILED_JSON;
            map.version = json.version;
            map.properties = json.properties;
            map.widthInPixels = map.width * map.tileWidth;
            map.heightInPixels = map.height * map.tileHeight;

            //  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,
                    widthInPixels: json.layers[i].width * json.tilewidth,
                    heightInPixels: json.layers[i].height * json.tileheight,
                    alpha: json.layers[i].opacity,
                    visible: json.layers[i].visible,
                    properties: {},
                    indexes: [],
                    callbacks: [],
                    bodies: []

                };

                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. -1 = no tile, everything else = the tile index (starting at 1 for Tiled, 0 for CSV)
                //  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(layer, json.layers[i].data[t], x, output.length, json.tilewidth, json.tileheight));
                    }
                    else
                    {
                        row.push(new Phaser.Tile(layer, -1, x, output.length, json.tilewidth, json.tileheight));
                    }

                    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;

            //  Tilesets
            var tilesets = [];

            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;
                }

                newSet.rows = Math.round((set.imageheight - set.margin) / (set.tileheight + set.spacing));
                newSet.columns = Math.round((set.imagewidth - set.margin) / (set.tilewidth + set.spacing));
                newSet.total = newSet.rows * newSet.columns;

                if (newSet.rows % 1 !== 0 || newSet.columns % 1 !== 0)
                {
                    console.warn('TileSet image dimensions do not match expected dimensions. Tileset width/height must be evenly divisible by Tilemap tile width/height.');
                }
                else
                {
                    tilesets.push(newSet);
                }
            }

            map.tilesets = tilesets;

            //  Objects & Collision Data (polylines, etc)
            var objects = {};
            var collision = {};

            function slice (obj, fields) {
                var sliced = {};
                for (var k in fields) {
                    var key = fields[k];
                    sliced[key] = obj[key];
                }
                return sliced;
            }

            for (var i = 0; i < json.layers.length; i++)
            {
                if (json.layers[i].type !== 'objectgroup')
                {
                    continue;
                }

                objects[json.layers[i].name] = [];
                collision[json.layers[i].name] = [];

                for (var v = 0, len = json.layers[i].objects.length; v < len; v++)
                {
                    //  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[json.layers[i].name].push(object);
                    }
                    else if (json.layers[i].objects[v].polyline)
                    {
                        var object = {

                            name: json.layers[i].objects[v].name,
                            x: json.layers[i].objects[v].x,
                            y: json.layers[i].objects[v].y,
                            width: json.layers[i].objects[v].width,
                            height: json.layers[i].objects[v].height,
                            visible: json.layers[i].objects[v].visible,
                            properties: json.layers[i].objects[v].properties

                        };

                        object.polyline = [];

                        //  Parse the polyline into an array
                        for (var p = 0; p < json.layers[i].objects[v].polyline.length; p++)
                        {
                            object.polyline.push([ json.layers[i].objects[v].polyline[p].x, json.layers[i].objects[v].polyline[p].y ]);
                        }

                        collision[json.layers[i].name].push(object);
                    }
                    // polygon
                    else if (json.layers[i].objects[v].polygon)
                    {
                        var object = slice(json.layers[i].objects[v],
                                           ["name", "x", "y", "visible", "properties" ]);

                        //  Parse the polygon into an array
                        object.polygon = [];
                        for (var p = 0; p < json.layers[i].objects[v].polygon.length; p++)
                        {
                            object.polygon.push([ json.layers[i].objects[v].polygon[p].x, json.layers[i].objects[v].polygon[p].y ]);
                        }
                        objects[json.layers[i].name].push(object);

                    }
                    // ellipse
                    else if (json.layers[i].objects[v].ellipse)
                    {
                        var object = slice(json.layers[i].objects[v],
                                           ["name", "ellipse", "x", "y", "width", "height", "visible", "properties" ]);
                        objects[json.layers[i].name].push(object);
                    }
                    // otherwise it's a rectangle
                    else
                    {
                        var object = slice(json.layers[i].objects[v],
                                           ["name", "x", "y", "width", "height", "visible", "properties" ]);
                        object.rectangle = true;
                        objects[json.layers[i].name].push(object);
                    }
                }
            }

            map.objects = objects;
            map.collision = collision;

            map.tiles = [];

            //  Finally lets build our super tileset index
            for (var i = 0; i < map.tilesets.length; i++)
            {
                var set = map.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
                    map.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 map;

        }

    };