2013-08-28 06:02:55 +00:00
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/**
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* Animation Parser
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*
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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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*
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* @package Phaser.Animation.Parser
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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Phaser.Animation.Parser = {
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/**
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* Parse a sprite sheet from asset data.
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* @param key {string} Asset key for the sprite sheet data.
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* @param frameWidth {number} Width of animation frame.
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* @param frameHeight {number} Height of animation frame.
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* @param frameMax {number} Number of animation frames.
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* @return {FrameData} Generated FrameData object.
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*/
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spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
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// How big is our image?
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var img = game.cache.getImage(key);
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2013-09-10 10:09:25 +00:00
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if (img == null)
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{
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2013-08-28 06:02:55 +00:00
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return null;
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}
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var width = img.width;
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var height = img.height;
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var row = Math.round(width / frameWidth);
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var column = Math.round(height / frameHeight);
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var total = row * column;
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2013-09-10 10:09:25 +00:00
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if (frameMax !== -1)
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{
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2013-08-28 06:02:55 +00:00
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total = frameMax;
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}
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// Zero or smaller than frame sizes?
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2013-09-10 10:09:25 +00:00
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if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
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{
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console.warn("Phaser.Animation.Parser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
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2013-08-28 06:02:55 +00:00
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return null;
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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var x = 0;
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var y = 0;
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2013-08-30 01:18:00 +00:00
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for (var i = 0; i < total; i++)
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{
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var uuid = game.rnd.uuid();
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2013-08-28 06:02:55 +00:00
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2013-08-30 01:18:00 +00:00
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data.addFrame(new Phaser.Animation.Frame(x, y, frameWidth, frameHeight, '', uuid));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
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x: x,
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y: y,
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width: frameWidth,
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height: frameHeight
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});
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2013-08-28 06:02:55 +00:00
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x += frameWidth;
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2013-08-30 01:18:00 +00:00
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if (x === width)
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{
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2013-08-28 06:02:55 +00:00
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x = 0;
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y += frameHeight;
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}
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}
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return data;
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},
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/**
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2013-08-29 21:53:55 +00:00
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* Parse frame data from json texture atlas in Array format.
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2013-08-28 06:02:55 +00:00
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* @param json {object} Json data you want to parse.
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* @return {FrameData} Generated FrameData object.
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*/
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2013-08-30 00:50:17 +00:00
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JSONData: function (game, json, cacheKey) {
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2013-08-28 06:02:55 +00:00
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// Malformed?
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2013-09-10 10:09:25 +00:00
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if (!json['frames'])
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{
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console.warn("Phaser.Animation.Parser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
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2013-08-28 06:02:55 +00:00
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console.log(json);
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2013-09-10 10:09:25 +00:00
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return;
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2013-08-28 06:02:55 +00:00
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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2013-08-30 00:50:17 +00:00
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for (var i = 0; i < frames.length; i++)
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{
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var uuid = game.rnd.uuid();
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2013-08-28 06:02:55 +00:00
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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frames[i].frame.x,
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frames[i].frame.y,
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frames[i].frame.w,
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frames[i].frame.h,
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2013-08-30 00:50:17 +00:00
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frames[i].filename,
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uuid
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2013-08-28 06:02:55 +00:00
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));
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2013-08-30 00:50:17 +00:00
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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2013-09-13 15:16:47 +00:00
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x: frames[i].frame.x,
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y: frames[i].frame.y,
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width: frames[i].frame.w,
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height: frames[i].frame.h
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2013-08-30 00:50:17 +00:00
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});
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if (frames[i].trimmed)
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{
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newFrame.setTrim(
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frames[i].trimmed,
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frames[i].sourceSize.w,
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frames[i].sourceSize.h,
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frames[i].spriteSourceSize.x,
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frames[i].spriteSourceSize.y,
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frames[i].spriteSourceSize.w,
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frames[i].spriteSourceSize.h
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);
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2013-09-13 15:16:47 +00:00
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PIXI.TextureCache[uuid].realSize = frames[i].spriteSourceSize;
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2013-08-30 00:50:17 +00:00
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PIXI.TextureCache[uuid].trim.x = 0;
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}
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2013-08-28 06:02:55 +00:00
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}
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return data;
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},
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2013-08-29 21:53:55 +00:00
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/**
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* Parse frame data from json texture atlas in Hash format.
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* @param json {object} Json data you want to parse.
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* @return {FrameData} Generated FrameData object.
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*/
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2013-08-30 00:50:17 +00:00
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JSONDataHash: function (game, json, cacheKey) {
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2013-08-29 21:53:55 +00:00
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// Malformed?
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2013-09-10 10:09:25 +00:00
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if (!json['frames'])
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{
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console.warn("Phaser.Animation.Parser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
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2013-08-29 21:53:55 +00:00
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console.log(json);
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2013-09-10 10:09:25 +00:00
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return;
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2013-08-29 21:53:55 +00:00
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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2013-09-10 10:09:25 +00:00
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2013-08-29 21:53:55 +00:00
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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2013-08-30 00:50:17 +00:00
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for (var key in frames)
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{
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2013-09-16 00:52:15 +00:00
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console.log(key);
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2013-08-30 00:50:17 +00:00
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var uuid = game.rnd.uuid();
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2013-08-29 21:53:55 +00:00
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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frames[key].frame.x,
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frames[key].frame.y,
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frames[key].frame.w,
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frames[key].frame.h,
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2013-08-30 00:50:17 +00:00
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key,
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uuid
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2013-08-29 21:53:55 +00:00
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));
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2013-08-30 00:50:17 +00:00
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: frames[key].frame.x,
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y: frames[key].frame.y,
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width: frames[key].frame.w,
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height: frames[key].frame.h
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});
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if (frames[key].trimmed)
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{
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newFrame.setTrim(
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frames[key].trimmed,
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frames[key].sourceSize.w,
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frames[key].sourceSize.h,
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frames[key].spriteSourceSize.x,
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frames[key].spriteSourceSize.y,
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frames[key].spriteSourceSize.w,
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frames[key].spriteSourceSize.h
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);
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PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize;
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PIXI.TextureCache[uuid].trim.x = 0;
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}
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2013-08-29 21:53:55 +00:00
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}
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return data;
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},
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2013-08-28 06:02:55 +00:00
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/**
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* Parse frame data from an XML file.
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* @param xml {object} XML data you want to parse.
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* @return {FrameData} Generated FrameData object.
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*/
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2013-08-30 00:50:17 +00:00
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XMLData: function (game, xml, cacheKey) {
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2013-08-28 06:02:55 +00:00
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// Malformed?
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2013-09-10 10:09:25 +00:00
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if (!xml.getElementsByTagName('TextureAtlas'))
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{
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console.warn("Phaser.Animation.Parser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
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return;
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2013-08-28 06:02:55 +00:00
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}
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// Let's create some frames then
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var data = new Phaser.Animation.FrameData();
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var frames = xml.getElementsByTagName('SubTexture');
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var newFrame;
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2013-08-30 00:50:17 +00:00
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for (var i = 0; i < frames.length; i++)
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{
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var uuid = game.rnd.uuid();
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2013-08-28 06:02:55 +00:00
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var frame = frames[i].attributes;
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newFrame = data.addFrame(new Phaser.Animation.Frame(
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frame.x.nodeValue,
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frame.y.nodeValue,
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frame.width.nodeValue,
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frame.height.nodeValue,
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2013-08-30 00:50:17 +00:00
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frame.name.nodeValue,
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uuid
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2013-08-28 06:02:55 +00:00
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));
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2013-08-30 00:50:17 +00:00
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: frame.x.nodeValue,
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y: frame.y.nodeValue,
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width: frame.width.nodeValue,
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height: frame.height.nodeValue
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});
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2013-08-28 06:02:55 +00:00
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// Trimmed?
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if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') {
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newFrame.setTrim(
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true,
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frame.width.nodeValue,
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frame.height.nodeValue,
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Math.abs(frame.frameX.nodeValue),
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Math.abs(frame.frameY.nodeValue),
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frame.frameWidth.nodeValue,
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frame.frameHeight.nodeValue
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);
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2013-08-30 00:50:17 +00:00
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PIXI.TextureCache[uuid].realSize = {
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x: Math.abs(frame.frameX.nodeValue),
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y: Math.abs(frame.frameY.nodeValue),
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w: frame.frameWidth.nodeValue,
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h: frame.frameHeight.nodeValue
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};
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PIXI.TextureCache[uuid].trim.x = 0;
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2013-08-28 06:02:55 +00:00
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}
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}
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return data;
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}
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};
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