phaser/Phaser/system/animation/AnimationLoader.ts

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/// <reference path="../../Game.ts" />
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/**
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* Phaser - AnimationLoader
*
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*/
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module Phaser {
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export class AnimationLoader {
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public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData {
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// How big is our image?
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var img = game.cache.getImage(key);
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if (img == null)
{
return null;
}
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var width = img.width;
var height = img.height;
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var row = Math.round(width / frameWidth);
var column = Math.round(height / frameHeight);
var total = row * column;
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if (frameMax !== -1)
{
total = frameMax;
}
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// Zero or smaller than frame sizes?
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
{
return null;
}
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// Let's create some frames then
var data: FrameData = new FrameData();
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var x = 0;
var y = 0;
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for (var i = 0; i < total; i++)
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{
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data.addFrame(new Frame(x, y, frameWidth, frameHeight, ''));
x += frameWidth;
if (x === width)
{
x = 0;
y += frameHeight;
}
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}
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return data;
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}
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public static parseJSONData(game: Game, json): FrameData {
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// Let's create some frames then
var data: FrameData = new FrameData();
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// By this stage frames is a fully parsed array
var frames = json;
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var newFrame: Frame;
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for (var i = 0; i < frames.length; i++)
{
newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
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);
}
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return data;
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}
}
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}