/// /** * 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 = function parseSpriteSheet(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) { 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 = function parseJSONData(game, json) { // Let's create some frames then var data = new Phaser.FrameData(); // By this stage frames is a fully parsed array var frames = json; 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; }; return AnimationLoader; })(); Phaser.AnimationLoader = AnimationLoader; })(Phaser || (Phaser = {}));