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< h1 class = "page-title" > Source: animation/Parser.js< / h1 >
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< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
* @class Phaser.Animation.Parser
*/
Phaser.Animation.Parser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
* @method Phaser.Animation.Parser.spriteSheet
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
* @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 extact from the Sprite Sheet. The default value of -1 means "extract all frames".
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
// How big is our image?
var img = game.cache.getImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
if (frameWidth < = 0)
{
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
}
if (frameHeight < = 0)
{
frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
}
var row = Math.round(width / frameWidth);
var column = Math.round(height / frameHeight);
var total = row * column;
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.Animation.Parser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
return null;
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
var x = 0;
var y = 0;
for (var i = 0; i < total; i++)
{
var uuid = game.rnd.uuid();
data.addFrame(new Phaser.Animation.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
x: x,
y: y,
width: frameWidth,
height: frameHeight
});
x += frameWidth;
if (x === width)
{
x = 0;
y += frameHeight;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.Animation.Parser.JSONData
* @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.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.Animation.Parser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
for (var i = 0; i < frames.length; i++)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Animation.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[i].frame.x,
y: frames[i].frame.y,
width: frames[i].frame.w,
height: frames[i].frame.h
});
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
);
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frames[i].spriteSourceSize.x;
PIXI.TextureCache[uuid].trim.y = frames[i].spriteSourceSize.y;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.Animation.Parser.JSONDataHash
* @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.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.Animation.Parser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
var i = 0;
for (var key in frames)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Animation.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frames[key].frame.x,
y: frames[key].frame.y,
width: frames[key].frame.w,
height: frames[key].frame.h
});
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
);
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = frames[key].spriteSourceSize.x;
PIXI.TextureCache[uuid].trim.y = frames[key].spriteSourceSize.y;
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
* @method Phaser.Animation.Parser.XMLData
* @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.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.Animation.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
console.warn("Phaser.Animation.Parser.XMLData: Invalid Texture Atlas XML given, missing < TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.Animation.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
for (var i = 0; i < frames.length; i++)
{
var uuid = game.rnd.uuid();
var frame = frames[i].attributes;
newFrame = data.addFrame(new Phaser.Animation.Frame(
i,
frame.x.nodeValue,
frame.y.nodeValue,
frame.width.nodeValue,
frame.height.nodeValue,
frame.name.nodeValue,
uuid
));
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
x: frame.x.nodeValue,
y: frame.y.nodeValue,
width: frame.width.nodeValue,
height: frame.height.nodeValue
});
// Trimmed?
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
{
newFrame.setTrim(
true,
frame.width.nodeValue,
frame.height.nodeValue,
Math.abs(frame.frameX.nodeValue),
Math.abs(frame.frameY.nodeValue),
frame.frameWidth.nodeValue,
frame.frameHeight.nodeValue
);
PIXI.TextureCache[uuid].realSize = {
x: Math.abs(frame.frameX.nodeValue),
y: Math.abs(frame.frameY.nodeValue),
w: frame.frameWidth.nodeValue,
h: frame.frameHeight.nodeValue
};
// We had to hack Pixi to get this to work :(
PIXI.TextureCache[uuid].trimmed = true;
PIXI.TextureCache[uuid].trim.x = Math.abs(frame.frameX.nodeValue);
PIXI.TextureCache[uuid].trim.y = Math.abs(frame.frameY.nodeValue);
}
}
return data;
}
};
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.2.0-dev< / a >
2013-10-02 19:18:24 +00:00
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