/// /** * Phaser - AnimationLoader * * Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. */ var Phaser; (function (Phaser) { var AnimationLoader = (function () { function AnimationLoader() { } AnimationLoader.parseSpriteSheet = /** * Parse a sprite sheet from asset data. * @param key {string} Asset key for the sprite sheet data. * @param frameWidth {number} Width of animation frame. * @param frameHeight {number} Height of animation frame. * @param frameMax {number} Number of animation frames. * @return {FrameData} Generated FrameData object. */ function (game, key, frameWidth, frameHeight, frameMax) { // How big is our image? var img = game.cache.getImage(key); if (img == null) { return null; } var width = img.width; var height = img.height; var row = Math.round(width / frameWidth); var column = Math.round(height / frameHeight); var total = row * column; if (frameMax !== -1) { total = frameMax; } if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight"); return null; } // Let's create some frames then var data = new Phaser.FrameData(); var x = 0; var y = 0; for (var i = 0; i < total; i++) { data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, '')); x += frameWidth; if (x === width) { x = 0; y += frameHeight; } } return data; }; AnimationLoader.parseJSONData = /** * Parse frame datas from json. * @param json {object} Json data you want to parse. * @return {FrameData} Generated FrameData object. */ function (game, json) { if (!json['frames']) { console.log(json); throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); } // Let's create some frames then var data = new Phaser.FrameData(); // By this stage frames is a fully parsed array var frames = json['frames']; var newFrame; for (var i = 0; i < frames.length; i++) { newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename)); newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h); } return data; }; AnimationLoader.parseXMLData = function (game, xml, format) { if (!xml.getElementsByTagName('TextureAtlas')) { throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing tag"); } // Let's create some frames then var data = new Phaser.FrameData(); var frames = xml.getElementsByTagName('SubTexture'); var newFrame; for (var i = 0; i < frames.length; i++) { var frame = frames[i].attributes; newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue)); if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') { newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue); } } return data; }; return AnimationLoader; })(); Phaser.AnimationLoader = AnimationLoader; })(Phaser || (Phaser = {}));