///
///
///
///
///
class AnimationLoader {
public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax:number): FrameData {
// 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;
}
// Zero or smaller than frame sizes?
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
{
return null;
}
// Let's create some frames then
var data: FrameData = new FrameData();
var x = 0;
var y = 0;
//console.log('\n\nSpriteSheet Data');
//console.log('Image Size:', width, 'x', height);
//console.log('Frame Size:', frameWidth, 'x', frameHeight);
//console.log('Start X/Y:', x, 'x', y);
//console.log('Frames (Total: ' + total + ')');
//console.log('-------------');
for (var i = 0; i < total; i++)
{
data.addFrame(new Frame(x, y, frameWidth, frameHeight));
//console.log('Frame', i, '=', x, y);
x += frameWidth;
if (x === width)
{
x = 0;
y += frameHeight;
}
}
return data;
}
public static parseJSONData(game: Game, json): FrameData {
// Let's create some frames then
var data: FrameData = new FrameData();
// By this stage frames is a fully parsed array
var frames = json;
var newFrame:Frame;
for (var i = 0; i < frames.length; i++)
{
newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h));
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);
newFrame.filename = frames[i].filename;
}
return data;
}
}