phaser/src/gameobjects/components/LoadTexture.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.
*
* @class
*/
Phaser.Component.LoadTexture = function () {};
Phaser.Component.LoadTexture.prototype = {
/**
* @property {Phaser.Rectangle} _frame - Internal cache var.
* @private
*/
_frame: null,
/**
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* Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.
*
* If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the `frame` or `frameName` properties instead.
*
* You should only use `loadTexture` if you want to replace the base texture entirely.
*
* Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.
*
* @method
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {boolean} [stopAnimation=true] - If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.
*/
loadTexture: function (key, frame, stopAnimation) {
frame = frame || 0;
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if ((stopAnimation || typeof stopAnimation === 'undefined') && this.animations)
{
this.animations.stop();
}
this.key = key;
var setFrame = true;
var smoothed = !this.texture.baseTexture.scaleMode;
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var isRenderTexture = false;
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if (Phaser.RenderTexture && key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
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isRenderTexture = true;
}
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else if (Phaser.BitmapData && key instanceof Phaser.BitmapData)
{
// This works from a reference, which probably isn't what we need here
this.setTexture(key.texture);
if (this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA))
{
setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame);
}
}
else if (key instanceof PIXI.Texture)
{
this.setTexture(key);
}
else
{
if (key === null || typeof key === 'undefined')
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
}
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
{
console.warn("Texture with key '" + key + "' not found.");
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
}
else
{
this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
}
}
if (setFrame)
{
this._frame = Phaser.Rectangle.clone(this.texture.frame);
}
if (!smoothed)
{
this.texture.baseTexture.scaleMode = 1;
}
},
/**
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* Sets the texture frame the Game Object uses for rendering.
*
* This is primarily an internal method used by `loadTexture`, but is exposed for the use of plugins and custom classes.
*
* @method
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* @param {Phaser.Frame} frame - The Frame to be used by the texture.
*/
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setFrame: function (frame) {
this._frame = frame;
this.texture.frame.x = frame.x;
this.texture.frame.y = frame.y;
this.texture.frame.width = frame.width;
this.texture.frame.height = frame.height;
this.texture.crop.x = frame.x;
this.texture.crop.y = frame.y;
this.texture.crop.width = frame.width;
this.texture.crop.height = frame.height;
if (frame.trimmed)
{
if (this.texture.trim)
{
this.texture.trim.x = frame.spriteSourceSizeX;
this.texture.trim.y = frame.spriteSourceSizeY;
this.texture.trim.width = frame.sourceSizeW;
this.texture.trim.height = frame.sourceSizeH;
}
else
{
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
}
this.texture.width = frame.sourceSizeW;
this.texture.height = frame.sourceSizeH;
this.texture.frame.width = frame.sourceSizeW;
this.texture.frame.height = frame.sourceSizeH;
}
else if (!frame.trimmed && this.texture.trim)
{
this.texture.trim = null;
}
if (this.cropRect)
{
this.updateCrop();
}
if (this.tint !== 0xFFFFFF)
{
this.cachedTint = -1;
}
this.texture._updateUvs();
},
/**
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* Resets the texture frame dimensions that the Game Object uses for rendering.
*
* @method
*/
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resetFrame: function () {
if (this._frame)
{
this.setFrame(this._frame);
}
},
/**
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* Gets or sets the current frame index of the texture being used to render this Game Object.
*
* To change the frame set `frame` to the index of the new frame in the sprite sheet you wish this Game Object to use,
* for example: `player.frame = 4`.
*
* If the frame index given doesn't exist it will revert to the first frame found in the texture.
*
* If you are using a texture atlas then you should use the `frameName` property instead.
*
* If you wish to fully replace the texture being used see `loadTexture`.
* @property {integer} frame
*/
frame: {
get: function () {
return this.animations.frame;
},
set: function (value) {
this.animations.frame = value;
}
},
/**
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* Gets or sets the current frame name of the texture being used to render this Game Object.
*
* To change the frame set `frameName` to the name of the new frame in the texture atlas you wish this Game Object to use,
* for example: `player.frameName = "idle"`.
*
* If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.
*
* If you are using a sprite sheet then you should use the `frame` property instead.
*
* If you wish to fully replace the texture being used see `loadTexture`.
* @property {string} frameName
*/
frameName: {
get: function () {
return this.animations.frameName;
},
set: function (value) {
this.animations.frameName = value;
}
}
};