/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * 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. * * @class Phaser.Texture * @constructor * @param {object} source * @param {number} scaleMode */ Phaser.Texture = function (manager, key, source) { 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. * * @property source * @type array */ this.source = []; /** * @property {object} frames - Frames */ this.frames = {}; this.frameTotal = 0; // Load the Sources for (var i = 0; i < source.length; i++) { this.source.push(new Phaser.TextureSource(this, source[i])); } }; Phaser.Texture.prototype.constructor = Phaser.Texture; Phaser.Texture.prototype = { add: function (name, sourceIndex, x, y, width, height) { var frame = new Phaser.TextureFrame(this, name, sourceIndex, x, y, width, height); this.frames[name] = frame; this.frameTotal++; return frame; }, get: 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); } else { return frame; } }, setTextureIndex: function (index) { for (var i = 0; i < this.source.length; i++) { this.source[i].glTextureIndex = index; console.log(this.source[i].image.currentSrc, 'index = ', index); index++; } return index; }, /** * Destroys this base texture * * @method destroy */ destroy: function () { // Need to iterate though the TextureSources, and unload each one // then clear out the frames /* if (this.source) { Phaser.CanvasPool.removeByCanvas(this.source); } this.source = null; */ } }; /** * Helper function that creates a base texture from the given canvas element. * * @static * @method fromCanvas * @param canvas {Canvas} The canvas element source of the texture * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}Phaser.scaleModes{{/crossLink}} for possible values * @return {BaseTexture} */ Phaser.Texture.fromCanvas = function (canvas, scaleMode) { if (canvas.width === 0) { canvas.width = 1; } if (canvas.height === 0) { canvas.height = 1; } return new Phaser.Texture(canvas, scaleMode); };