mirror of
https://github.com/photonstorm/phaser
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42 lines
1.5 KiB
TypeScript
42 lines
1.5 KiB
TypeScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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import Frame from './Frame';
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import TextureSource from './TextureSource';
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import TextureManager from './TextureManager';
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/**
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* A Texture consists of a source, usually an Image from the Cache, or a Canvas, and a collection
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* of Frames. The Frames represent the different areas of the Texture. For example a texture atlas
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* may have many Frames, one for each element within the atlas. Where-as a single image would have
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* just one frame, that encompasses the whole image.
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*
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* Textures are managed by the global TextureManager. This is a singleton class that is
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* responsible for creating and delivering Textures and their corresponding Frames to Game Objects.
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*
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* Sprites and other Game Objects get the texture data they need from the TextureManager.
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*
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* @class Phaser.Texture
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* @constructor
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* @param {object} source
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* @param {number} scaleMode
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*/
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export default class Texture {
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manager: any;
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source: TextureSource[];
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frames: any;
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frameTotal: any;
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key: any;
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constructor(manager: TextureManager, key: any, source: any);
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add(name: any, sourceIndex: any, x: any, y: any, width: any, height: any): Frame;
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get(name: any): any;
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setTextureIndex(index: any): any;
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/**
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* Destroys this base texture
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*
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* @method destroy
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*/
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destroy(): void;
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}
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