phaser/src/animation/AnimationParser.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2015-02-25 03:36:23 +00:00
* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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/**
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
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* @class Phaser.AnimationParser
* @static
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*/
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Phaser.AnimationParser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
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* @method Phaser.AnimationParser.spriteSheet
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* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element.
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* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
var img = key;
if (typeof key === 'string')
{
img = game.cache.getImage(key);
}
if (img === null)
{
return null;
}
var width = img.width;
var height = img.height;
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if (frameWidth <= 0)
{
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frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
}
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if (frameHeight <= 0)
{
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frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
}
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var row = Math.floor((width - margin) / (frameWidth + spacing));
var column = Math.floor((height - margin) / (frameHeight + spacing));
var total = row * column;
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if (frameMax !== -1)
{
total = frameMax;
}
// Zero or smaller than frame sizes?
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
{
console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s width/height zero or width/height < given frameWidth/frameHeight");
return null;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var x = margin;
var y = margin;
for (var i = 0; i < total; i++)
{
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, ''));
x += frameWidth + spacing;
if (x + frameWidth > width)
{
x = margin;
y += frameHeight + spacing;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
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* @method Phaser.AnimationParser.JSONData
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* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} json - The JSON data from the Texture Atlas. Must be in Array format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json) {
// Malformed?
if (!json['frames'])
{
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console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
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for (var i = 0; i < frames.length; i++)
{
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename
));
if (frames[i].trimmed)
{
newFrame.setTrim(
frames[i].trimmed,
frames[i].sourceSize.w,
frames[i].sourceSize.h,
frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w,
frames[i].spriteSourceSize.h
);
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONDataPyxel
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} json - The JSON data from the Texture Atlas. Must be in Pyxel JSON format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataPyxel: function (game, json) {
// Malformed? There are a few keys to check here.
var signature = ['layers', 'tilewidth','tileheight','tileswide', 'tileshigh'];
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signature.forEach( function(key) {
if (!json[key])
{
console.warn("Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing '" + key + "' key.");
console.log(json);
return;
}
});
// For this purpose, I only care about parsing tilemaps with a single layer.
if(json['layers'].length != 1) {
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console.warn("Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps.");
console.log(json);
return;
}
var data = new Phaser.FrameData();
var tileheight = json['tileheight'];
var tilewidth = json['tilewidth'];
var frames = json['layers'][0]['tiles'];
var newFrame;
for (var i = 0; i < frames.length; i++)
{
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].x,
frames[i].y,
tilewidth,
tileheight,
"frame_" + i // No names are included in pyxel tilemap data.
));
// No trim data is included.
newFrame.setTrim(false);
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
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* @method Phaser.AnimationParser.JSONDataHash
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* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json) {
// Malformed?
if (!json['frames'])
{
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console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
console.log(json);
return;
}
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// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
var i = 0;
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for (var key in frames)
{
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key
));
if (frames[key].trimmed)
{
newFrame.setTrim(
frames[key].trimmed,
frames[key].sourceSize.w,
frames[key].sourceSize.h,
frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w,
frames[key].spriteSourceSize.h
);
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
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* @method Phaser.AnimationParser.XMLData
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* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
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console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
var name;
var frame;
var x;
var y;
var width;
var height;
var frameX;
var frameY;
var frameWidth;
var frameHeight;
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for (var i = 0; i < frames.length; i++)
{
frame = frames[i].attributes;
name = frame.name.value;
x = parseInt(frame.x.value, 10);
y = parseInt(frame.y.value, 10);
width = parseInt(frame.width.value, 10);
height = parseInt(frame.height.value, 10);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.value, 10));
frameY = Math.abs(parseInt(frame.frameY.value, 10));
frameWidth = parseInt(frame.frameWidth.value, 10);
frameHeight = parseInt(frame.frameHeight.value, 10);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name));
// Trimmed?
if (frameX !== null || frameY !== null)
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{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
}
}
return data;
}
};