/// /** * Phaser - Frame * * A Frame is a single frame of an animation and is part of a FrameData collection. */ module Phaser { export class Frame { /** * Frame constructor * Create a new Frame with specific position, size and name. * * @param x {number} X position within the image to cut from. * @param y {number} Y position within the image to cut from. * @param width {number} Width of the frame. * @param height {number} Height of the frame. * @param name {string} Name of this frame. */ constructor(x: number, y: number, width: number, height: number, name: string) { this.x = x; this.y = y; this.width = width; this.height = height; this.name = name; this.rotated = false; this.trimmed = false; } /** * X position within the image to cut from. * @type {number} */ public x: number; /** * Y position within the image to cut from. * @type {number} */ public y: number; /** * Width of the frame. * @type {number} */ public width: number; /** * Height of the frame. * @type {number} */ public height: number; /** * Useful for Sprite Sheets. * @type {number} */ public index: number; /** * Useful for Texture Atlas files. (is set to the filename value) */ public name: string = ''; /** * Rotated? (not yet implemented) */ public rotated: bool = false; /** * Either cw or ccw, rotation is always 90 degrees. */ public rotationDirection: string = 'cw'; /** * Was it trimmed when packed? * @type {boolean} */ public trimmed: bool; // The coordinates of the trimmed sprite inside the original sprite /** * Width of the original sprite. * @type {number} */ public sourceSizeW: number; /** * Height of the original sprite. * @type {number} */ public sourceSizeH: number; /** * X position of the trimmed sprite inside original sprite. * @type {number} */ public spriteSourceSizeX: number; /** * Y position of the trimmed sprite inside original sprite. * @type {number} */ public spriteSourceSizeY: number; /** * Width of the trimmed sprite. * @type {number} */ public spriteSourceSizeW: number; /** * Height of the trimmed sprite. * @type {number} */ public spriteSourceSizeH: number; /** * Set rotation of this frame. (Not yet supported!) */ public setRotation(rotated: bool, rotationDirection: string) { // Not yet supported } /** * Set trim of the frame. * @param trimmed {boolean} Whether this frame trimmed or not. * @param actualWidth {number} Actual width of this frame. * @param actualHeight {number} Actual height of this frame. * @param destX {number} Destiny x position. * @param destY {number} Destiny y position. * @param destWidth {number} Destiny draw width. * @param destHeight {number} Destiny draw height. */ public setTrim(trimmed: bool, actualWidth: number, actualHeight: number, destX: number, destY: number, destWidth: number, destHeight: number) { this.trimmed = trimmed; this.sourceSizeW = actualWidth; this.sourceSizeH = actualHeight; this.spriteSourceSizeX = destX; this.spriteSourceSizeY = destY; this.spriteSourceSizeW = destWidth; this.spriteSourceSizeH = destHeight; } } }