/** * Animation Parser * * Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. * * @package Phaser.Animation.Parser * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ Phaser.Animation.Parser = { /** * 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. */ spriteSheet: 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; } // Zero or smaller than frame sizes? if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) { console.warn("Phaser.Animation.Parser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight"); return null; } // Let's create some frames then var data = new Phaser.Animation.FrameData(); var x = 0; var y = 0; for (var i = 0; i < total; i++) { var uuid = game.rnd.uuid(); data.addFrame(new Phaser.Animation.Frame(x, y, frameWidth, frameHeight, '', uuid)); PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], { x: x, y: y, width: frameWidth, height: frameHeight }); x += frameWidth; if (x === width) { x = 0; y += frameHeight; } } return data; }, /** * Parse frame data from json texture atlas in Array format. * @param json {object} Json data you want to parse. * @return {FrameData} Generated FrameData object. */ JSONData: function (game, json, cacheKey) { // Malformed? if (!json['frames']) { console.warn("Phaser.Animation.Parser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); console.log(json); return; } // Let's create some frames then var data = new Phaser.Animation.FrameData(); // By this stage frames is a fully parsed array var frames = json['frames']; var newFrame; for (var i = 0; i < frames.length; i++) { var uuid = game.rnd.uuid(); newFrame = data.addFrame(new Phaser.Animation.Frame( frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename, uuid )); PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], { x: frames[key].frame.x, y: frames[key].frame.y, width: frames[key].frame.w, height: frames[key].frame.h }); if (frames[i].trimmed) { 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 ); PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize; PIXI.TextureCache[uuid].trim.x = 0; } } return data; }, /** * Parse frame data from json texture atlas in Hash format. * @param json {object} Json data you want to parse. * @return {FrameData} Generated FrameData object. */ JSONDataHash: function (game, json, cacheKey) { // Malformed? if (!json['frames']) { console.warn("Phaser.Animation.Parser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object"); console.log(json); return; } // Let's create some frames then var data = new Phaser.Animation.FrameData(); // By this stage frames is a fully parsed array var frames = json['frames']; var newFrame; for (var key in frames) { var uuid = game.rnd.uuid(); newFrame = data.addFrame(new Phaser.Animation.Frame( frames[key].frame.x, frames[key].frame.y, frames[key].frame.w, frames[key].frame.h, key, uuid )); PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], { x: frames[key].frame.x, y: frames[key].frame.y, width: frames[key].frame.w, height: frames[key].frame.h }); if (frames[key].trimmed) { newFrame.setTrim( frames[key].trimmed, frames[key].sourceSize.w, frames[key].sourceSize.h, frames[key].spriteSourceSize.x, frames[key].spriteSourceSize.y, frames[key].spriteSourceSize.w, frames[key].spriteSourceSize.h ); PIXI.TextureCache[uuid].realSize = frames[key].spriteSourceSize; PIXI.TextureCache[uuid].trim.x = 0; } } return data; }, /** * Parse frame data from an XML file. * @param xml {object} XML data you want to parse. * @return {FrameData} Generated FrameData object. */ XMLData: function (game, xml, cacheKey) { // Malformed? if (!xml.getElementsByTagName('TextureAtlas')) { console.warn("Phaser.Animation.Parser.XMLData: Invalid Texture Atlas XML given, missing tag"); return; } // Let's create some frames then var data = new Phaser.Animation.FrameData(); var frames = xml.getElementsByTagName('SubTexture'); var newFrame; for (var i = 0; i < frames.length; i++) { var uuid = game.rnd.uuid(); var frame = frames[i].attributes; newFrame = data.addFrame(new Phaser.Animation.Frame( frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue, uuid )); PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], { x: frame.x.nodeValue, y: frame.y.nodeValue, width: frame.width.nodeValue, height: frame.height.nodeValue }); // Trimmed? 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 ); PIXI.TextureCache[uuid].realSize = { x: Math.abs(frame.frameX.nodeValue), y: Math.abs(frame.frameY.nodeValue), w: frame.frameWidth.nodeValue, h: frame.frameHeight.nodeValue }; PIXI.TextureCache[uuid].trim.x = 0; } } return data; } };