phaser/src/animation/Parser.js

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/**
* Animation Parser
*
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
* @package Phaser.Animation.Parser
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
Phaser.Animation.Parser = {
/**
* Parse a sprite sheet from asset data.
* @param key {string} Asset key for the sprite sheet data.
* @param frameWidth {number} Width of animation frame.
* @param frameHeight {number} Height of animation frame.
* @param frameMax {number} Number of animation frames.
* @return {FrameData} Generated FrameData object.
*/
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;
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(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 frame data from json texture atlas in Array format.
* @param json {object} Json data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
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(
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
);
PIXI.TextureCache[uuid].realSize = frames[i].spriteSourceSize;
PIXI.TextureCache[uuid].trim.x = 0;
}
}
return data;
},
/**
* Parse frame data from json texture atlas in Hash format.
* @param json {object} Json data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
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;
for (var key in frames)
{
console.log(key);
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Animation.Frame(
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
);
PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize;
PIXI.TextureCache[uuid].trim.x = 0;
}
}
return data;
},
/**
* Parse frame data from an XML file.
* @param xml {object} XML data you want to parse.
* @return {FrameData} Generated FrameData object.
*/
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(
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
};
PIXI.TextureCache[uuid].trim.x = 0;
}
}
return data;
}
};