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export_to_godot_tilemap.js
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/*global tiled, TextFile */
class GodotTilemapExporter {
// noinspection DuplicatedCode
constructor(map, fileName) {
this.map = map;
this.fileName = fileName;
// noinspection JSUnresolvedFunction
this.projectRoot = getResPath(this.map.property("projectRoot"), fileName);
this.tileOffset = 65536;
this.tileMapsString = "";
this.tilesetsString = "";
this.subResourcesString = "";
this.extResourceId = 0;
this.subResourceId = 0;
/**
* Tiled doesn't have tileset ID so we create a map
* Tileset name to generated tilesetId.
*/
this.tilesetsIndex = new Map();
/**
* Godot Tilemap has only one Tileset.
* Each layer is Tilemap and is mapped to a single Tileset.
* !!! Important !!
* Do not add tiles from different tilesets in single layer.
*/
this.layersToTilesetIndex = new Map();
};
write() {
this.setTilesetsString();
this.setTileMapsString();
this.writeToFile();
console.info(`Tilemap exported successfully to ${this.fileName}`);
}
/**
* Adds a new subresource to the genrated file
*
* @param {string} type the type of subresource
* @param {object} contentProperties key:value map of properties
* @returns {int} the created sub resource id
*/
addSubResource(type, contentProperties) {
const id = this.subResourceId++;
this.subResourcesString += `
[sub_resource type="${type}" id=${id}]
`;
for (const [key, value] of Object.entries(contentProperties)) {
if (value !== undefined) {
this.subResourcesString += stringifyKeyValue(key, value, false, false, true) + '\n';
}
}
return id;
}
/**
* Generate a string with all tilesets in the map.
* Godot allows only one tileset per tilemap so if you use more than one tileset per layer it's not going to work.
* Godot supports several image textures per tileset but Tiled Editor doesn't.
* Tiled editor supports only one tile
* sprite image per tileset.
* @returns {string}
*/
setTilesetsString() {
// noinspection JSUnresolvedVariable
for (let index = 0; index < this.map.tilesets.length; ++index) {
// noinspection JSUnresolvedVariable
const tileset = this.map.tilesets[index];
this.extResourceId = index + 1;
this.tilesetsIndex.set(tileset.name, this.extResourceId);
// noinspection JSUnresolvedVariable
let tilesetPath = tileset.asset.fileName.replace(this.projectRoot, "").replace('.tsx', '.tres');
this.tilesetsString += this.getTilesetResourceTemplate(this.extResourceId, tilesetPath, "TileSet");
}
}
/**
* Creates the Tilemap nodes. One Tilemap per one layer from Tiled.
*/
setTileMapsString() {
const mode = this.map.orientation === TileMap.Isometric ? 1 : undefined
// noinspection JSUnresolvedVariable
for (let i = 0; i < this.map.layerCount; ++i) {
// noinspection JSUnresolvedFunction
let layer = this.map.layerAt(i);
this.handleLayer(layer, mode, ".");
}
}
handleLayer(layer, mode, layer_parent) {
// noinspection JSUnresolvedVariable
if (layer.isTileLayer) {
const layerData = this.getLayerData(layer);
for (let idx = 0; idx < layerData.length; idx++) {
const ld = layerData[idx];
if (!ld.isEmpty) {
const tileMapName = idx === 0 ? layer.name || "TileMap " + i : ld.tileset.name || "TileMap " + i + "_" + idx;
this.mapLayerToTileset(layer.name, ld.tilesetID);
this.tileMapsString += this.getTileMapTemplate(tileMapName, mode, ld.tilesetID, ld.poolIntArrayString, layer, layer_parent);
}
}
} else if (layer.isObjectLayer) {
// create layer
this.tileMapsString += stringifyNode({
name: layer.name,
type: "Node2D",
parent: layer_parent,
groups: splitCommaSeparated(layer.property("groups"))
});
// add entities
for (const object of layer.objects) {
const groups = splitCommaSeparated(object.property("groups"));
if (object.tile) {
let tilesetsIndexKey = object.tile.tileset.name + "_Image";
let textureResourceId = 0;
if (!this.tilesetsIndex.get(tilesetsIndexKey)) {
this.extResourceId = this.extResourceId + 1;
textureResourceId = this.extResourceId;
this.tilesetsIndex.set(tilesetsIndexKey, this.extResourceId);
let tilesetPath = object.tile.tileset.image.replace(this.projectRoot, "");
this.tilesetsString += this.getTilesetResourceTemplate(this.extResourceId, tilesetPath, "Texture");
} else {
textureResourceId = this.tilesetsIndex.get(tilesetsIndexKey);
}
let tileOffset = this.getTileOffset(object.tile.tileset, object.tile.id);
// Account for anchoring in Godot (corner vs. middle):
let objectPositionX = object.x + (object.tile.width / 2);
let objectPositionY = object.y - (object.tile.height / 2);
this.tileMapsString += stringifyNode(
{
name: object.name,
type: "Sprite",
parent: layer_parent + "/" + layer.name
},
this.merge_properties(
object.properties(),
{
position: `Vector2( ${objectPositionX}, ${objectPositionY} )`,
texture: `ExtResource( ${textureResourceId} )`,
region_enabled: true,
region_rect: `Rect2( ${tileOffset.x}, ${tileOffset.y}, ${object.tile.width}, ${object.tile.height} )`
}
),
this.meta_properties(layer.properties())
);
} else if (object.type == "Area2D" && object.width && object.height) {
// Creates an Area2D node with a rectangle shape inside
// Does not support rotation
const width = object.width / 2;
const height = object.height / 2;
const objectPositionX = object.x + width;
const objectPositionY = object.y + height;
this.tileMapsString += stringifyNode(
{
name: object.name,
type: "Area2D",
parent: layer_parent + "/" + layer.name,
groups: groups
},
this.merge_properties(
object.properties(),
{
collision_layer: object.property("collision_layer"),
collision_mask: object.property("collision_mask")
}
),
this.meta_properties(layer.properties())
);
const shapeId = this.addSubResource("RectangleShape2D", {
extents: `Vector2( ${width}, ${height} )`
});
this.tileMapsString += stringifyNode(
{
name: "CollisionShape2D",
type: "CollisionShape2D",
parent: `${layer_parent}/${layer.name}/${object.name}`
},
this.merge_properties(
object.properties(),
{
shape: `SubResource( ${shapeId} )`,
position: `Vector2( ${objectPositionX}, ${objectPositionY} )`,
}
),
this.meta_properties(layer.properties())
);
} else if (object.type == "Node2D") {
this.tileMapsString += stringifyNode(
{
name: object.name,
type: "Node2D",
parent: layer_parent + "/" + layer.name,
groups: groups
},
this.merge_properties(
object.properties(),
{
position: `Vector2( ${object.x}, ${object.y} )`
}
),
this.meta_properties(object.properties())
);
}
}
} else if (layer.isGroupLayer) {
var node_type = layer.property("godot:type") || "Node2D";
this.tileMapsString += stringifyNode(
{
name: layer.name,
type: node_type,
parent: layer_parent,
groups: splitCommaSeparated(layer.property("groups"))
},
this.merge_properties(
layer.properties(),
{
}
),
this.meta_properties(layer.properties())
);
for(var i = 0; i < layer.layerCount; ++i) {
this.handleLayer(layer.layers[i], mode, layer_parent + "/" + layer.name);
}
}
}
merge_properties(object_props, set_props){
for (const [key, value] of Object.entries(object_props)) {
if(key.startsWith("godot:node:")){
set_props[key.substring(11)] = value;
}
}
return set_props;
}
meta_properties(object_props){
let results = {};
for (const [key, value] of Object.entries(object_props)) {
if(key.startsWith("godot:meta:")){
results[key.substring(11)] = value;
}
}
return results;
}
writeToFile() {
// noinspection JSUnresolvedVariable
let file = new TextFile(this.fileName, TextFile.WriteOnly);
let tileMapTemplate = this.getSceneTemplate();
file.write(tileMapTemplate);
file.commit();
}
/**
* Creates all the tiles coordinate for the current layer and picks the first tileset which is used.
* It's important to not use more than one tileset for a layer.
* Otherwise the tiles from the second layer are going to be displayed incorrectly as tiles form the first
* or with a wrong index leading to crash on export.
* @returns {{tilesetID: *, poolIntArrayString: string, layerName: *}}
*/
getLayerData(layer) {
// noinspection JSUnresolvedVariable
let boundingRect = layer.region().boundingRect;
const tilesetList = [];
for (let y = boundingRect.top; y <= boundingRect.bottom; ++y) {
for (let x = boundingRect.left; x <= boundingRect.right; ++x) {
// noinspection JSUnresolvedVariable,JSUnresolvedFunction
let cell = layer.cellAt(x, y);
let tileId = cell.tileId;
let tileGodotID = tileId;
/** Check and don't export blank tiles **/
if (tileId !== -1) {
/**
* Find the tileset on the list, if not found, add
*/
const tile = layer.tileAt(x, y);
let tileset = tilesetList.find(item => item.tileset === tile.tileset);
if (!tileset) {
tileset = {
tileset: tile.tileset,
tilesetID: null,
tilesetColumns: getTilesetColumns(tile.tileset),
layer: layer,
isEmpty: tile.tileset === null,
poolIntArrayString: "",
parent: tilesetList.length === 0 ? "." : layer.name
};
tilesetList.push(tileset);
}
const tilesetColumns = tileset.tilesetColumns;
/** Handle Godot strange offset by rows in the tileset image **/
if (tileId >= tilesetColumns) {
let tileY = Math.floor(tileId / tilesetColumns);
let tileX = (tileId % tilesetColumns);
tileGodotID = tileX + (tileY * this.tileOffset);
}
/**
* Godot coordinates use an offset of 65536
* Check the README.md: Godot Tilemap Encoding & Limits
*/
let yValue = y;
let xValue = x;
if (xValue < 0) {
yValue = y + 1;
}
let firstParam = xValue + (yValue * this.tileOffset);
/**
* This is texture image form the tileset in godot
* Tiled doesn't support more than one image in tileset
* Also this is used to encode the rotation of a tile... as it seems. :P
*/
let secondParam = this.getSecondParam(cell);
tileset.poolIntArrayString += firstParam + ", " + secondParam + ", " + tileGodotID + ", ";
}
}
}
// Remove trailing commas and blank
tilesetList.forEach(i => {
i.poolIntArrayString = i.poolIntArrayString.replace(/,\s*$/, "");
});
for (let idx = 0; idx < tilesetList.length; idx++) {
const current = tilesetList[idx];
if (current.tileset !== null && current.poolIntArrayString !== "") {
current.tilesetID = this.getTilesetIDByTileset(current.tileset);
} else {
console.warn(`Error: The layer ${layer.name} is empty and has been skipped!`);
}
}
return tilesetList;
}
getTilesetIDByTileset(tileset) {
return this.tilesetsIndex.get(tileset.name);
}
getSecondParam(cell) {
/**
* no rotation or flips
* cell.cell.flippedHorizontally is false and
* cell.cell.flippedVertically is false
* cell.cell.flippedAntiDiagonally is false
*/
let secondParam = 0;
/**
* rotated 1x left or
* rotated 3x right
*/
if (
cell.flippedHorizontally === false &&
cell.flippedVertically === true &&
cell.flippedAntiDiagonally === true
) {
secondParam = -1073741824;
}
/**
* rotated 2x left or 2x right or
* vertical and horizontal flip
*/
if (
cell.flippedHorizontally === true &&
cell.flippedVertically === true &&
cell.flippedAntiDiagonally === false
) {
secondParam = 1610612736;
}
/**
* rotated 3x left or
* rotated 1x right
*/
if (
cell.flippedHorizontally === true &&
cell.flippedVertically === false &&
cell.flippedAntiDiagonally === true
) {
secondParam = -1610612736;
}
/**
* flipped horizontal or
* flipped vertical and 2x times rotated left/right
*/
if (
cell.flippedHorizontally === true &&
cell.flippedVertically === false &&
cell.flippedAntiDiagonally === false
) {
secondParam = 536870912;
}
/**
* flipped horizontal and 1x rotated left or
* flipped vertical and 1x time rotated right
*/
if (
cell.flippedHorizontally === false &&
cell.flippedVertically === false &&
cell.flippedAntiDiagonally === true
) {
secondParam = -2147483648;
}
/**
* flipped horizontal and 2x times rotated left/right or
* flipped vertically
*/
if (
cell.flippedHorizontally === false &&
cell.flippedVertically === true &&
cell.flippedAntiDiagonally === false
) {
secondParam = 1073741824;
}
/**
* flipped horizontal and 3x rotated left or
* flipped vertically and 1x rotated left or
* flipped horizontal and 1x rotated right or
* flipped vertically and 3x rotated right
*/
if (
cell.flippedHorizontally === true &&
cell.flippedVertically === true &&
cell.flippedAntiDiagonally === true
) {
secondParam = -536870912;
}
return secondParam;
}
/**
* Calculate the X and Y offset (in pixels) for the specified tile
* ID within the specified tileset image.
*
* @param {Tileset} tileset - The full Tileset object
* @param {int} tileId - Id for the tile to extract offset for
* @returns {object} - An object with pixel offset in the format {x: int, y: int}
*/
getTileOffset(tileset, tileId) {
let columnCount = getTilesetColumns(tileset);
let row = Math.floor(tileId / columnCount);
let col = tileId % columnCount;
let xOffset = tileset.margin + (tileset.tileSpacing * col);
let yOffset = tileset.margin + (tileset.tileSpacing * row);
return {
x: (col * tileset.tileWidth) + xOffset,
y: (row * tileset.tileHeight) + yOffset
};
}
/**
* Template for a scene
* @returns {string}
*/
getSceneTemplate() {
const loadSteps = 2 + this.subResourceId;
const type = this.map.property("godot:type") || "Node2D";
const name = this.map.property("godot:name") || "Node2D";
return `[gd_scene load_steps=${loadSteps} format=2]
${this.tilesetsString}
${this.subResourcesString}
[node name="${name}" type="${type}"]
${this.tileMapsString}
`;
}
/**
* Template for a tileset resource
* @returns {string}
*/
getTilesetResourceTemplate(id, path, type) {
// Strip leading slashes to prevent invalid triple slashes in Godot res:// path:
path = path.replace(/^\/+/, '');
return `[ext_resource path="res://${path}" type="${type}" id=${id}]
`;
}
/**
* Template for a tilemap node
* @returns {string}
*/
getTileMapTemplate(tileMapName, mode, tilesetID, poolIntArrayString, layer, parent = ".") {
const groups = splitCommaSeparated(layer.property("groups"));
const zIndex = parseInt(layer.properties()['z_index'], 10);
return stringifyNode(
{
name: tileMapName,
type: "TileMap",
parent: parent,
groups: groups
},
this.merge_properties(
layer.properties(),
{
visible: layer.visible,
modulate: `Color( 1, 1, 1, ${layer.opacity} )`,
position: `Vector2( ${layer.offset.x}, ${layer.offset.y} )`,
tile_set: `ExtResource( ${tilesetID} )`,
cell_size: `Vector2( ${layer.map.tileWidth}, ${layer.map.tileHeight} )`,
cell_custom_transform: `Transform2D( 16, 0, 0, 16, 0, 0 )`,
format: 1,
mode: mode,
tile_data: `PoolIntArray( ${poolIntArrayString} )`,
z_index: typeof zIndex === 'number' && !isNaN(zIndex) ? zIndex : undefined
}
),
this.meta_properties(layer.properties())
);
}
mapLayerToTileset(layerName, tilesetID) {
this.layersToTilesetIndex[layerName] = tilesetID;
}
}
const customTileMapFormat = {
name: "Godot Tilemap format",
extension: "tscn",
write: function (map, fileName) {
const exporter = new GodotTilemapExporter(map, fileName);
exporter.write();
}
};
// noinspection JSUnresolvedFunction
tiled.registerMapFormat("Godot", customTileMapFormat);