phaser/src/loader/LoaderParser.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2015 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser.LoaderParser parses data objects from Phaser.Loader that need more preparation before they can be inserted into the Cache.
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*
* @class Phaser.LoaderParser
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*/
Phaser.LoaderParser = {
/**
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* Alias for xmlBitmapFont, for backwards compatiblity.
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*
* @method Phaser.LoaderParser.bitmapFont
* @param {Phaser.Game} game - A reference to the current game.
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* @param {object} xml - XML data you want to parse.
* @param {string} cacheKey - The key of the texture this font uses in the cache.
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* @param {number} [xSpacing=0] - Additional horizontal spacing between the characters.
* @param {number} [ySpacing=0] - Additional vertical spacing between the characters.
*/
bitmapFont: function (game, xml, cacheKey, xSpacing, ySpacing) {
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this.xmlBitmapFont(game, xml, cacheKey, xSpacing, ySpacing);
},
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/**
* Parse a Bitmap Font from an XML file.
*
* @method Phaser.LoaderParser.xmlBitmapFont
* @param {Phaser.Game} game - A reference to the current game.
* @param {object} xml - XML data you want to parse.
* @param {string} cacheKey - The key of the texture this font uses in the cache.
* @param {number} [xSpacing=0] - Additional horizontal spacing between the characters.
* @param {number} [ySpacing=0] - Additional vertical spacing between the characters.
*/
xmlBitmapFont: function (game, xml, cacheKey, xSpacing, ySpacing) {
var data = {};
var info = xml.getElementsByTagName('info')[0];
var common = xml.getElementsByTagName('common')[0];
data.font = info.getAttribute('face');
data.size = parseInt(info.getAttribute('size'), 10);
data.lineHeight = parseInt(common.getAttribute('lineHeight'), 10) + ySpacing;
data.chars = {};
var letters = xml.getElementsByTagName('char');
for (var i = 0; i < letters.length; i++)
{
var charCode = parseInt(letters[i].getAttribute('id'), 10);
data.chars[charCode] = {
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x: parseInt(letters[i].getAttribute('x'), 10),
y: parseInt(letters[i].getAttribute('y'), 10),
width: parseInt(letters[i].getAttribute('width'), 10),
height: parseInt(letters[i].getAttribute('height'), 10),
xOffset: parseInt(letters[i].getAttribute('xoffset'), 10),
yOffset: parseInt(letters[i].getAttribute('yoffset'), 10),
xAdvance: parseInt(letters[i].getAttribute('xadvance'), 10) + xSpacing,
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kerning: {}
};
}
var kernings = xml.getElementsByTagName('kerning');
for (i = 0; i < kernings.length; i++)
{
var first = parseInt(kernings[i].getAttribute('first'), 10);
var second = parseInt(kernings[i].getAttribute('second'), 10);
var amount = parseInt(kernings[i].getAttribute('amount'), 10);
data.chars[second].kerning[first] = amount;
}
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this.finalizeBitmapFont(cacheKey, data);
},
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/**
* Parse a Bitmap Font from a JSON file.
*
* @method Phaser.LoaderParser.jsonBitmapFont
* @param {Phaser.Game} game - A reference to the current game.
* @param {object} json - JSON data you want to parse.
* @param {string} cacheKey - The key of the texture this font uses in the cache.
* @param {number} [xSpacing=0] - Additional horizontal spacing between the characters.
* @param {number} [ySpacing=0] - Additional vertical spacing between the characters.
*/
jsonBitmapFont: function (game, json, cacheKey, xSpacing, ySpacing) {
var data = {
font: json.font.info._font,
size: parseInt(json.font.info._size, 10),
lineHeight: parseInt(json.font.common._lineHeight, 10) + ySpacing,
chars: {}
};
json.font.chars["char"].forEach(
function parseChar(letter) {
var charCode = parseInt(letter._id, 10);
data.chars[charCode] = {
x: parseInt(letter._x, 10),
y: parseInt(letter._y, 10),
width: parseInt(letter._width, 10),
height: parseInt(letter._height, 10),
xOffset: parseInt(letter._xoffset, 10),
yOffset: parseInt(letter._yoffset, 10),
xAdvance: parseInt(letter._xadvance, 10) + xSpacing,
kerning: {}
};
}
);
json.font.kernings.kerning.forEach(
function parseKerning(kerning) {
data.chars[kerning._second].kerning[kerning._first] = parseInt(kerning._amount, 10);
}
);
this.finalizeBitmapFont(cacheKey, data);
},
/**
* Finalize Bitmap Font parsing.
*
* @method Phaser.LoaderParser.finalizeBitmapFont
* @private
* @param {string} cacheKey - The key of the texture this font uses in the cache.
* @param {object} bitmapFontData - Pre-parsed bitmap font data.
*/
finalizeBitmapFont: function (cacheKey, bitmapFontData) {
Object.keys(bitmapFontData.chars).forEach(
function addTexture(charCode) {
var letter = bitmapFontData.chars[charCode];
var textureRect = new PIXI.Rectangle(
letter.x, letter.y,
letter.width, letter.height
);
letter.texture = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], textureRect);
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}
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);
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PIXI.BitmapText.fonts[cacheKey] = bitmapFontData;
}
};