mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
895 lines
25 KiB
HTML
895 lines
25 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: animation/AnimationParser.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ArrayList.html">ArrayList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Ellipse.html">Ellipse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Image.html">Image</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particle.html">Particle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.Ninja.html">Ninja</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Physics.P2.html">P2</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Material.html">Material</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
|
|
</li>
|
|
|
|
<li class="class-depth-3">
|
|
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.RetroFont.html">RetroFont</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</strong>
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: animation/AnimationParser.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 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
|
|
*/
|
|
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} key - The Game.Cache asset key of the Sprite Sheet image.
|
|
* @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 extact 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.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
|
|
|
|
// How big is our image?
|
|
var img = game.cache.getImage(key);
|
|
|
|
if (img == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var width = img.width;
|
|
var height = img.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 (frameMax !== -1)
|
|
{
|
|
total = frameMax;
|
|
}
|
|
|
|
// Zero or smaller than frame sizes?
|
|
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
|
|
{
|
|
console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s width/height zero or width/height < 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 < total; i++)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
// uuid needed?
|
|
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
|
|
x: x,
|
|
y: y,
|
|
width: frameWidth,
|
|
height: 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.
|
|
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONData: function (game, json, cacheKey) {
|
|
|
|
// 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 < frames.length; i++)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
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,
|
|
uuid
|
|
));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
|
x: frames[i].frame.x,
|
|
y: frames[i].frame.y,
|
|
width: frames[i].frame.w,
|
|
height: frames[i].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
|
|
);
|
|
}
|
|
}
|
|
|
|
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.
|
|
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONDataHash: function (game, json, cacheKey) {
|
|
|
|
// 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)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(
|
|
i,
|
|
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
|
|
);
|
|
}
|
|
|
|
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.
|
|
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
XMLData: function (game, xml, cacheKey) {
|
|
|
|
// Malformed?
|
|
if (!xml.getElementsByTagName('TextureAtlas'))
|
|
{
|
|
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
|
|
return;
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data = new Phaser.FrameData();
|
|
var frames = xml.getElementsByTagName('SubTexture');
|
|
var newFrame;
|
|
|
|
var uuid;
|
|
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 < frames.length; i++)
|
|
{
|
|
uuid = game.rnd.uuid();
|
|
|
|
frame = frames[i].attributes;
|
|
|
|
name = frame.name.nodeValue;
|
|
x = parseInt(frame.x.nodeValue, 10);
|
|
y = parseInt(frame.y.nodeValue, 10);
|
|
width = parseInt(frame.width.nodeValue, 10);
|
|
height = parseInt(frame.height.nodeValue, 10);
|
|
|
|
frameX = null;
|
|
frameY = null;
|
|
|
|
if (frame.frameX)
|
|
{
|
|
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
|
|
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
|
|
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
|
|
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
|
|
}
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
|
x: x,
|
|
y: y,
|
|
width: width,
|
|
height: height
|
|
});
|
|
// Trimmed?
|
|
if (frameX !== null || frameY !== null)
|
|
{
|
|
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Fri Jul 18 2014 12:36:36 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
anchorName : function(i, heading, prefix) {
|
|
return $(heading).attr("id") || ( prefix + i );
|
|
},
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|