/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Parse a Sprite Sheet and extracts the frame data from it. * * @class Phaser.TextureParser.SpriteSheet * @static * @param {Phaser.Texture} texture - The parent Texture. * @param {string} key - The key of the Frame within the Texture that the Sprite Sheet is stored in. * @param {number} frameWidth - The fixed width of each frame. * @param {number} frameHeight - The fixed height of each frame. * @param {number} [frameMax=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames". * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here. * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here. * @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ Phaser.TextureParser.SpriteSheet = function (texture, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) { var width = texture.width; var height = texture.height; if (frameWidth <= 0) { frameWidth = Math.floor(-width / Math.min(-1, frameWidth)); } if (frameHeight <= 0) { frameHeight = Math.floor(-height / Math.min(-1, frameHeight)); } var row = Math.floor((width - margin) / (frameWidth + spacing)); var column = Math.floor((height - margin) / (frameHeight + spacing)); var total = row * column; if (skipFrames > total || skipFrames < -total) { console.warn( 'Phaser.AnimationParser.spriteSheet: skipFrames = ' + skipFrames.toString() + ' is larger than total sprite number ' + total.toString()); return null; } if (skipFrames < 0) { // Allow negative skipframes. skipFrames = total + skipFrames; } if (frameMax !== -1) { total = skipFrames + frameMax; } // Zero or smaller than frame sizes? if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0) { // console.warn('Phaser.AnimationParser.spriteSheet: ' + key + ' width / height zero or < given frameWidth / frameHeight'); return null; } // Let's create some frames then var x = margin; var y = margin; for (var i = 0; i < total; i++) { texture.addFrame(i.toString(), x, y, frameWidth, frameHeight); x += frameWidth + spacing; if (x + frameWidth > width) { x = margin; y += frameHeight + spacing; } } return texture; };