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node.js module to parse and load tiled map editor maps (see mapeditor.org)
JavaScript
Branch: master
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test Fix #8 Adding GID in tiles in layers
.gitignore initial commit
.jshintrc maps can have multiple tile sets
LICENSE license MIT
README.md license MIT
index.js organize states
package.json Release 1.3.0

README.md

tmx parser

Tiled Map Editor map parser made to work in node.js or browserify.

Usage

var tmx = require('tmx-parser');

// if you have a string (pathToFile is for resolving tilesets if necessary)
tmx.parse(xmlString, pathToFile, function(err, map) {
  if (err) throw err;
  console.log(map);
});

// if you have a file
tmx.parseFile(filename, function(err, map) {
  if (err) throw err;
  console.log(map);
});

The second example in that list uses tmx.readFile(filename, callback) and then calls tmx.parse(...) on the results. So if you're in browserland, you can replace the readFile function with your own asset loading function.

Documentation

A parsed map looks something like this:

{ version: '1.0',
  orientation: 'orthogonal',
  width: 200,
  height: 100,
  tileWidth: 16,
  tileHeight: 16,
  backgroundColor: undefined,
  layers: 
   [ { map: [Object],
       type: 'tile',
       name: 'Tiles',
       opacity: 1,
       visible: true,
       properties: {},
       tiles: [Object],
       horizontalFlips: [Object],
       verticalFlips: [Object],
       diagonalFlips: [Object] },
     { map: [Object],
       type: 'tile',
       name: 'Ladders',
       opacity: 1,
       visible: true,
       properties: {},
       tiles: [Object],
       horizontalFlips: [Object],
       verticalFlips: [Object],
       diagonalFlips: [Object] },
     { type: 'object',
       name: 'Objects',
       color: undefined,
       opacity: 1,
       visible: true,
       properties: {},
       objects: [Object] },
     { type: 'object',
       name: 'PlayerLayer',
       color: undefined,
       opacity: 1,
       visible: true,
       properties: {},
       objects: [] } ],
  properties: 
   { bg_art: 'background.png',
     bg_music: 'music/silly.mp3',
     fg_art: 'hill.png' },
  tileSets: 
   [ { firstGid: 1,
       source: 'tiles.tsx',
       name: 'default',
       tileWidth: 16,
       tileHeight: 16,
       spacing: null,
       margin: null,
       tileOffset: [Object],
       properties: {},
       image: [Object],
       tiles: [Object],
       terrainTypes: [] } ] }

The objects array looks like this:

{ type: 'object',
  name: 'Objects',
  color: undefined,
  opacity: 1,
  visible: true,
  properties: {},
  objects: 
   [ { name: undefined,
       type: 'Decoration',
       x: 0,
       y: 640,
       width: 224,
       height: 240,
       rotation: 0,
       properties: [Object],
       gid: null,
       visible: true,
       ellipse: false,
       polygon: null,
       polyline: null },
     { name: 'movement text',
       type: 'Text',
       x: 240,
       y: 640,
       width: 336,
       height: 80,
       rotation: 0,
       properties: [Object],
       gid: null,
       visible: true,
       ellipse: false,
       polygon: null,
       polyline: null },
     { name: 'victory',
       type: 'Victory',
       x: 2976,
       y: 880,
       width: 224,
       height: 96,
       rotation: 0,
       properties: {},
       gid: null,
       visible: true,
       ellipse: false,
       polygon: null,
       polyline: null } ] }

TileLayer objects have a tileAt(x, y) method. Otherwise you can access layer.tiles in row-major order.

See the bottom of index.js for more information.

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