/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Parse a Sprite Sheet and extracts the frame data from it. * * @class Phaser.TextureParser.SpriteSheet * @static * @param {Phaser.Texture} texture - The parent Texture. * @param {string} key - The key of the Frame within the Texture that the Sprite Sheet is stored in. * @param {number} frameWidth - The fixed width of each frame. * @param {number} frameHeight - The fixed height of each frame. * @param {number} [startFrame=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture. * @param {number} [endFrame=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames". * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here. * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ Phaser.TextureManager.Parsers.SpriteSheet = function (texture, sourceIndex, x, y, width, height, frameWidth, frameHeight, startFrame, endFrame, margin, spacing) { if (startFrame === undefined) { startFrame = 0; } if (endFrame === undefined) { endFrame = -1; } if (margin === undefined) { margin = 0; } if (spacing === undefined) { spacing = 0; } var row = Math.floor((width - margin) / (frameWidth + spacing)); var column = Math.floor((height - margin) / (frameHeight + spacing)); var total = row * column; if (startFrame > total || startFrame < -total) { startFrame = 0; } if (startFrame < 0) { // Allow negative skipframes. startFrame = total + startFrame; } if (endFrame !== -1) { total = startFrame + (endFrame + 1); } var fx = margin; var fy = margin; var ax = 0; var ay = 0; for (var i = 0; i < total; i++) { ax = 0; ay = 0; var w = fx + frameWidth; var h = fy + frameHeight; if (w > width) { ax = w - width; } if (h > height) { ay = h - height; } texture.add(i, sourceIndex, x + fx, y + fy, frameWidth - ax, frameHeight - ay); fx += frameWidth + spacing; if (fx + frameWidth > width) { fx = margin; fy += frameHeight + spacing; } } return texture; };