mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
87 lines
2.8 KiB
JavaScript
87 lines
2.8 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Parse a Sprite Sheet and extracts the frame data from it.
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*
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* @class Phaser.TextureParser.SpriteSheet
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* @static
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* @param {Phaser.Texture} texture - The parent Texture.
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* @param {string} key - The key of the Frame within the Texture that the Sprite Sheet is stored in.
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* @param {number} frameWidth - The fixed width of each frame.
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* @param {number} frameHeight - The fixed height of each frame.
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* @param {number} [frameMax=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
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* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
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* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
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* @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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Phaser.TextureParser.SpriteSheet = function (texture, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
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{
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var width = texture.width;
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var height = texture.height;
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if (frameWidth <= 0)
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{
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frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
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}
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if (frameHeight <= 0)
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{
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frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
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}
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var row = Math.floor((width - margin) / (frameWidth + spacing));
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var column = Math.floor((height - margin) / (frameHeight + spacing));
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var total = row * column;
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if (skipFrames > total || skipFrames < -total)
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{
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console.warn(
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'Phaser.AnimationParser.spriteSheet: skipFrames = ' +
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skipFrames.toString() + ' is larger than total sprite number ' +
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total.toString());
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return null;
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}
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if (skipFrames < 0)
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{
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// Allow negative skipframes.
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skipFrames = total + skipFrames;
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}
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if (frameMax !== -1)
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{
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total = skipFrames + frameMax;
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}
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// Zero or smaller than frame sizes?
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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.AnimationParser.spriteSheet: ' + key + ' width / height zero or < given frameWidth / frameHeight');
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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 x = margin;
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var y = margin;
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for (var i = 0; i < total; i++)
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{
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texture.addFrame(i.toString(), x, y, frameWidth, frameHeight);
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x += frameWidth + spacing;
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if (x + frameWidth > width)
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{
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x = margin;
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y += frameHeight + spacing;
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}
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}
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return texture;
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};
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