phaser/v2-community/docs/src_animation_AnimationParser.js.html
2016-11-28 18:50:06 +02:00

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<li class="class-depth-0">
<a href="global.html#BOTTOM_LEFT">BOTTOM_LEFT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BOTTOM_RIGHT">BOTTOM_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#BUTTON">BUTTON</a>
</li>
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<a href="global.html#CANVAS">CANVAS</a>
</li>
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<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
</li>
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<a href="global.html#CENTER">CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#CIRCLE">CIRCLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#clear">clear</a>
</li>
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<a href="global.html#CREATURE">CREATURE</a>
</li>
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<a href="global.html#destroyCachedSprite">destroyCachedSprite</a>
</li>
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<a href="global.html#displayList">displayList</a>
</li>
<li class="class-depth-0">
<a href="global.html#DOWN">DOWN</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawCircle">drawCircle</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawEllipse">drawEllipse</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawPolygon">drawPolygon</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRect">drawRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawRoundedRect">drawRoundedRect</a>
</li>
<li class="class-depth-0">
<a href="global.html#drawShape">drawShape</a>
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<a href="global.html#ELLIPSE">ELLIPSE</a>
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<a href="global.html#emit">emit</a>
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<a href="global.html#EMITTER">EMITTER</a>
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<a href="global.html#endFill">endFill</a>
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<a href="global.html#GAMES">GAMES</a>
</li>
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<a href="global.html#generateTexture">generateTexture</a>
</li>
<li class="class-depth-0">
<a href="global.html#getBounds">getBounds</a>
</li>
<li class="class-depth-0">
<a href="global.html#getLocalBounds">getLocalBounds</a>
</li>
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<a href="global.html#GRAPHICS">GRAPHICS</a>
</li>
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<a href="global.html#GROUP">GROUP</a>
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<a href="global.html#HEADLESS">HEADLESS</a>
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<a href="global.html#HORIZONTAL">HORIZONTAL</a>
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<a href="global.html#IMAGE">IMAGE</a>
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<a href="global.html#LANDSCAPE">LANDSCAPE</a>
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<a href="global.html#LEFT">LEFT</a>
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<a href="global.html#LEFT_BOTTOM">LEFT_BOTTOM</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_CENTER">LEFT_CENTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#LEFT_TOP">LEFT_TOP</a>
</li>
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<a href="global.html#LINE">LINE</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineStyle">lineStyle</a>
</li>
<li class="class-depth-0">
<a href="global.html#lineTo">lineTo</a>
</li>
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<a href="global.html#listeners">listeners</a>
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<a href="global.html#MATRIX">MATRIX</a>
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<a href="global.html#mixin">mixin</a>
</li>
<li class="class-depth-0">
<a href="global.html#moveTo">moveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#NONE">NONE</a>
</li>
<li class="class-depth-0">
<a href="global.html#off">off</a>
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<a href="global.html#on">on</a>
</li>
<li class="class-depth-0">
<a href="global.html#once">once</a>
</li>
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
</li>
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINT">POINT</a>
</li>
<li class="class-depth-0">
<a href="global.html#POINTER">POINTER</a>
</li>
<li class="class-depth-0">
<a href="global.html#POLYGON">POLYGON</a>
</li>
<li class="class-depth-0">
<a href="global.html#PORTRAIT">PORTRAIT</a>
</li>
<li class="class-depth-0">
<a href="global.html#quadraticCurveTo">quadraticCurveTo</a>
</li>
<li class="class-depth-0">
<a href="global.html#RECTANGLE">RECTANGLE</a>
</li>
<li class="class-depth-0">
<a href="global.html#removeAllListeners">removeAllListeners</a>
</li>
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
</li>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT_TOP">RIGHT_TOP</a>
</li>
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<a href="global.html#ROPE">ROPE</a>
</li>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
</li>
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<a href="global.html#scaleModes">scaleModes</a>
</li>
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<a href="global.html#SPRITE">SPRITE</a>
</li>
<li class="class-depth-0">
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
<li class="class-depth-0">
<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
</li>
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<a href="global.html#stopPropagation">stopPropagation</a>
</li>
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<a href="global.html#TEXT">TEXT</a>
</li>
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<a href="global.html#TILEMAP">TILEMAP</a>
</li>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
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<a href="global.html#TOP_CENTER">TOP_CENTER</a>
</li>
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<a href="global.html#TOP_LEFT">TOP_LEFT</a>
</li>
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<a href="global.html#TOP_RIGHT">TOP_RIGHT</a>
</li>
<li class="class-depth-0">
<a href="global.html#UP">UP</a>
</li>
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<a href="global.html#updateLocalBounds">updateLocalBounds</a>
</li>
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<a href="global.html#VERSION">VERSION</a>
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<a href="global.html#VERTICAL">VERTICAL</a>
</li>
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<a href="global.html#VIDEO">VIDEO</a>
</li>
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<a href="global.html#WEBGL">WEBGL</a>
</li>
<li class="class-depth-0">
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
</li>
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<a href="global.html#WEBGL_MULTI">WEBGL_MULTI</a>
</li>
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<div id="main">
<h1 class="page-title">Source: src/animation/AnimationParser.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
* @class Phaser.AnimationParser
* @static
*/
Phaser.AnimationParser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.spriteSheet
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element.
* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation 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 image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var img = key;
if (typeof key === 'string')
{
img = game.cache.getImage(key);
}
if (img === null)
{
return null;
}
var width = img.width;
var height = img.height;
if (frameWidth &lt;= 0)
{
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
}
if (frameHeight &lt;= 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 &lt; -total)
{
console.warn(
"Phaser.AnimationParser.spriteSheet: skipFrames = " +
skipFrames.toString() + " is larger than total sprite number " +
total.toString());
return null;
}
if (skipFrames &lt; 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 &lt; frameWidth || height &lt; frameHeight || total === 0)
{
console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s width/height zero or width/height &lt; given frameWidth/frameHeight");
return null;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var x = margin;
var y = margin;
for (var i = 0; i &lt; total; i++)
{
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, ''));
x += frameWidth + spacing;
if (x + frameWidth > width)
{
x = margin;
y += frameHeight + spacing;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} json - The JSON data from the Texture Atlas. Must be in Array format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
console.log(json);
return;
}
// 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 &lt; frames.length; i++)
{
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename
));
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
);
}
if (frames[i].rotated)
{
newFrame.rotated = true;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONDataPyxel
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} json - The JSON data from the Texture Atlas. Must be in Pyxel JSON format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataPyxel: function (game, json) {
// Malformed? There are a few keys to check here.
var signature = ['layers', 'tilewidth','tileheight','tileswide', 'tileshigh'];
signature.forEach( function(key) {
if (!json[key])
{
console.warn('Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing "' + key + '" key.');
console.log(json);
return;
}
});
// For this purpose, I only care about parsing tilemaps with a single layer.
if (json['layers'].length !== 1)
{
console.warn('Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps.');
console.log(json);
return;
}
var data = new Phaser.FrameData();
var tileheight = json['tileheight'];
var tilewidth = json['tilewidth'];
var frames = json['layers'][0]['tiles'];
var newFrame;
for (var i = 0; i &lt; frames.length; i++)
{
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].x,
frames[i].y,
tilewidth,
tileheight,
"frame_" + i // No names are included in pyxel tilemap data.
));
// No trim data is included.
newFrame.setTrim(false);
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONDataHash
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
console.log(json);
return;
}
// 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;
var i = 0;
for (var key in frames)
{
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key
));
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
);
}
if (frames[key].rotated)
{
newFrame.rotated = true;
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.XMLData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing &lt;TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
var name;
var frame;
var x;
var y;
var width;
var height;
var frameX;
var frameY;
var frameWidth;
var frameHeight;
for (var i = 0; i &lt; frames.length; i++)
{
frame = frames[i].attributes;
name = frame.name.value;
x = parseInt(frame.x.value, 10);
y = parseInt(frame.y.value, 10);
width = parseInt(frame.width.value, 10);
height = parseInt(frame.height.value, 10);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.value, 10));
frameY = Math.abs(parseInt(frame.frameY.value, 10));
frameWidth = parseInt(frame.frameWidth.value, 10);
frameHeight = parseInt(frame.frameHeight.value, 10);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name));
// Trimmed?
if (frameX !== null || frameY !== null)
{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
}
}
return data;
}
};
</pre>
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Phaser Copyright © 2012-2016 Photon Storm Ltd.
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