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https://github.com/photonstorm/phaser
synced 2024-11-16 09:48:18 +00:00
All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the source
parameter: addSpriteSheet
, addAtlas
, addAtlasJSONArray
, addAtlasJSONHash
, addAtlasXML
and addAtlasUnity
. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures.
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1 changed files with 78 additions and 14 deletions
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@ -725,15 +725,21 @@ var TextureManager = new Class({
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},
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/**
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* Adds a new Texture Atlas to this Texture Manager.
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* Adds a Texture Atlas to this Texture Manager.
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*
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* In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file,
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* such as those exported by applications like Texture Packer.
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*
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* It can accept either JSON Array or JSON Hash formats, as exported by Texture Packer and similar software.
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*
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* As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
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*
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* @method Phaser.Textures.TextureManager#addAtlas
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {object} data - The Texture Atlas data.
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* @param {(HTMLImageElement|HTMLImageElement[]|Phaser.Textures.Texture)} source - The source Image element/s, or a Phaser Texture.
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* @param {(object|object[])} data - The Texture Atlas data/s.
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* @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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@ -753,15 +759,22 @@ var TextureManager = new Class({
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/**
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* Adds a Texture Atlas to this Texture Manager.
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*
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* In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file,
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* such as those exported by applications like Texture Packer.
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*
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* The frame data of the atlas must be stored in an Array within the JSON.
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*
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* This is known as a JSON Array in software such as Texture Packer.
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*
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* As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
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*
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* @method Phaser.Textures.TextureManager#addAtlasJSONArray
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* @fires Phaser.Textures.Events#ADD
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {(HTMLImageElement|HTMLImageElement[])} source - The source Image element/s.
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* @param {(HTMLImageElement|HTMLImageElement[]|Phaser.Textures.Texture)} source - The source Image element/s, or a Phaser Texture.
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* @param {(object|object[])} data - The Texture Atlas data/s.
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* @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element.
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*
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@ -771,10 +784,18 @@ var TextureManager = new Class({
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{
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var texture = null;
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if (this.checkKey(key))
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if (source instanceof Texture)
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{
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key = texture.key;
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texture = source;
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}
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else if (this.checkKey(key))
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{
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texture = this.create(key, source);
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}
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if (texture)
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{
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// Multi-Atlas?
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if (Array.isArray(data))
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{
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@ -807,16 +828,23 @@ var TextureManager = new Class({
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/**
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* Adds a Texture Atlas to this Texture Manager.
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*
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* In Phaser terminology, a Texture Atlas is a combination of an atlas image and a JSON data file,
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* such as those exported by applications like Texture Packer.
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*
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* The frame data of the atlas must be stored in an Object within the JSON.
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*
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* This is known as a JSON Hash in software such as Texture Packer.
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*
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* As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
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*
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* @method Phaser.Textures.TextureManager#addAtlasJSONHash
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* @fires Phaser.Textures.Events#ADD
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {object} data - The Texture Atlas data.
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* @param {(HTMLImageElement|HTMLImageElement[]|Phaser.Textures.Texture)} source - The source Image element/s, or a Phaser Texture.
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* @param {(object|object[])} data - The Texture Atlas data/s.
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* @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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@ -825,10 +853,18 @@ var TextureManager = new Class({
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{
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var texture = null;
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if (this.checkKey(key))
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if (source instanceof Texture)
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{
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key = texture.key;
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texture = source;
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}
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else if (this.checkKey(key))
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{
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texture = this.create(key, source);
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}
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if (texture)
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{
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if (Array.isArray(data))
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{
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for (var i = 0; i < data.length; i++)
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@ -854,15 +890,21 @@ var TextureManager = new Class({
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},
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/**
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* Adds a Texture Atlas to this Texture Manager, where the atlas data is given
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* in the XML format.
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* Adds a Texture Atlas to this Texture Manager.
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*
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* In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file,
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* such as those exported by applications like Texture Packer.
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*
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* The frame data of the atlas must be stored in an XML file.
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*
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* As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
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*
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* @method Phaser.Textures.TextureManager#addAtlasXML
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* @fires Phaser.Textures.Events#ADD
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* @since 3.7.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {(HTMLImageElement|Phaser.Textures.Texture)} source - The source Image element, or a Phaser Texture.
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* @param {object} data - The Texture Atlas XML data.
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* @param {HTMLImageElement|HTMLCanvasElement|HTMLImageElement[]|HTMLCanvasElement[]} [dataSource] - An optional data Image element.
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*
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@ -872,10 +914,18 @@ var TextureManager = new Class({
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{
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var texture = null;
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if (this.checkKey(key))
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if (source instanceof Texture)
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{
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key = texture.key;
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texture = source;
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}
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else if (this.checkKey(key))
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{
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texture = this.create(key, source);
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}
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if (texture)
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{
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Parser.AtlasXML(texture, 0, data);
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if (dataSource)
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@ -892,7 +942,13 @@ var TextureManager = new Class({
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/**
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* Adds a Unity Texture Atlas to this Texture Manager.
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* The data must be in the form of a Unity YAML file.
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*
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* In Phaser terminology, a Texture Atlas is a combination of an atlas image and a data file,
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* such as those exported by applications like Texture Packer or Unity.
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*
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* The frame data of the atlas must be stored in a Unity YAML file.
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*
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* As of Phaser 3.60 you can use this method to add a atlas data to an existing Phaser Texture.
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*
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* @method Phaser.Textures.TextureManager#addUnityAtlas
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* @fires Phaser.Textures.Events#ADD
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@ -909,10 +965,18 @@ var TextureManager = new Class({
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{
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var texture = null;
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if (this.checkKey(key))
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if (source instanceof Texture)
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{
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key = texture.key;
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texture = source;
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}
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else if (this.checkKey(key))
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{
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texture = this.create(key, source);
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}
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if (texture)
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{
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Parser.UnityYAML(texture, 0, data);
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if (dataSource)
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