var Class = require('../utils/Class'); var Frame = require('./Frame'); var TextureSource = require('./TextureSource'); /** * A Texture consists of a source, usually an Image from the Cache, or a Canvas, and a collection * of Frames. The Frames represent the different areas of the Texture. For example a texture atlas * may have many Frames, one for each element within the atlas. Where-as a single image would have * just one frame, that encompasses the whole image. * * Textures are managed by the global TextureManager. This is a singleton class that is * responsible for creating and delivering Textures and their corresponding Frames to Game Objects. * * Sprites and other Game Objects get the texture data they need from the TextureManager. */ var Texture = new Class({ initialize: function Texture (manager, key, source, width, height) { this.manager = manager; if (!Array.isArray(source)) { source = [ source ]; } this.key = key; /** * The source that is used to create the texture. * Usually an Image, but can also be a Canvas. */ this.source = []; this.frames = {}; this.firstFrame = '__BASE'; this.frameTotal = 0; // Load the Sources for (var i = 0; i < source.length; i++) { this.source.push(new TextureSource(this, source[i], width, height)); } }, add: function (name, sourceIndex, x, y, width, height) { var frame = new Frame(this, name, sourceIndex, x, y, width, height); this.frames[name] = frame; // Set the first frame of the Texture (other than __BASE) // This is used to ensure we don't spam the display with entire // atlases of sprite sheets, but instead just the first frame of them // should the dev incorrectly specify the frame index if (this.frameTotal === 1) { this.firstFrame = name; } this.frameTotal++; return frame; }, has: function (name) { return (this.frames[name]); }, get: function (name) { if (name === undefined || name === null) { name = (this.frameTotal === 1) ? '__BASE' : this.firstFrame; } var frame = this.frames[name]; if (!frame) { console.warn('No Texture.frame found with name ' + name); return this.frames['__BASE']; } else { return frame; } }, getTextureSourceIndex: function (source) { for (var i = 0; i < this.source.length; i++) { if (this.source[i] === source) { return i; } } return -1; }, // source = TextureSource object getFramesFromTextureSource: function (sourceIndex) { var out = []; for (var frameName in this.frames) { if (frameName === '__BASE') { continue; } var frame = this.frames[frameName]; if (frame.sourceIndex === sourceIndex) { out.push(frame.name); } } return out; }, getFrameNames: function (includeBase) { if (includeBase === undefined) { includeBase = false; } var out = Object.keys(this.frames); if (!includeBase) { var idx = out.indexOf('__BASE'); if (idx !== -1) { out.splice(idx, 1); } } return out; }, getSourceImage: function (name) { if (name === undefined || name === null || this.frameTotal === 1) { name = '__BASE'; } var frame = this.frames[name]; if (!frame) { console.warn('No Texture.frame found with name ' + name); return this.frames['__BASE'].source.image; } else { return frame.source.image; } }, setFilter: function (filterMode) { for (var i = 0; i < this.source.length; i++) { this.source[i].setFilter(filterMode); } }, destroy: function () { } }); module.exports = Texture;