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New Frame Crop function.
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2 changed files with 60 additions and 4 deletions
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@ -431,11 +431,17 @@ Phaser.Component.Transform.prototype = {
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}
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else
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{
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w0 = frame.width * (1 - this._anchorX);
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w1 = frame.width * -this._anchorX;
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// w0 = frame.width * (1 - this._anchorX);
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// w1 = frame.width * -this._anchorX;
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h0 = frame.height * (1 - this._anchorY);
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h1 = frame.height * -this._anchorY;
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// h0 = frame.height * (1 - this._anchorY);
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// h1 = frame.height * -this._anchorY;
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w0 = frame.cutWidth * (1 - this._anchorX);
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w1 = frame.cutWidth * -this._anchorX;
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h0 = frame.cutHeight * (1 - this._anchorY);
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h1 = frame.cutHeight * -this._anchorY;
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}
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var resolution = frame.source.resolution;
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50
src/textures/Crop.js
Normal file
50
src/textures/Crop.js
Normal file
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@ -0,0 +1,50 @@
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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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*
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* @class Phaser.TextureCrop
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* @constructor
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* @param {object} source
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* @param {number} scaleMode
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*/
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Phaser.TextureCrop = function (gameObject, width, height, x, y)
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{
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var frame = gameObject.frame;
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if (width === undefined) { width = frame.data.cut.w; }
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if (height === undefined) { height = frame.data.cut.h; }
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if (x === undefined) { x = 0; }
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if (y === undefined) { y = 0; }
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if (width === undefined)
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{
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// No arguments means reset the crop
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frame.cutX = frame.data.cut.x;
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frame.cutY = frame.data.cut.y;
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frame.cutWidth = frame.data.cut.w;
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frame.cutHeight = frame.data.cut.h;
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}
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else if (width !== frame.cutWidth || height !== frame.cutHeight || x !== frame.cutX || y !== frame.cutY)
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{
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frame.cutX = Phaser.Math.clamp(x, frame.data.cut.x, frame.data.cut.r);
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frame.cutY = Phaser.Math.clamp(y, frame.data.cut.y, frame.data.cut.b);
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frame.cutWidth = Phaser.Math.clamp(width, 0, frame.data.cut.w - frame.cutX);
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frame.cutHeight = Phaser.Math.clamp(height, 0, frame.data.cut.h - frame.cutY);
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}
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// ?
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// frame.x = frame.cutX;
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// frame.y = frame.cutY;
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// frame.width = frame.cutWidth;
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// frame.height = frame.cutHeight;
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frame.updateUVs();
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gameObject.transform.updateVertexData();
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return gameObject;
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};
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