mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
978 lines
30 KiB
JavaScript
978 lines
30 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var CanvasPool = require('../display/canvas/CanvasPool');
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var CanvasTexture = require('./CanvasTexture');
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var Class = require('../utils/Class');
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var Color = require('../display/color/Color');
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var CONST = require('../const');
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var EventEmitter = require('eventemitter3');
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var GenerateTexture = require('../create/GenerateTexture');
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var GetValue = require('../utils/object/GetValue');
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var Parser = require('./parsers');
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var Texture = require('./Texture');
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/**
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* @callback EachTextureCallback
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*
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* @param {Phaser.Textures.Texture} texture - [description]
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* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
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*/
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/**
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* @classdesc
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* Textures are managed by the global TextureManager. This is a singleton class that is
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* responsible for creating and delivering Textures and their corresponding Frames to Game Objects.
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*
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* Sprites and other Game Objects get the texture data they need from the TextureManager.
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*
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* Access it via `scene.textures`.
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*
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* @class TextureManager
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* @extends Phaser.Events.EventEmitter
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* @memberOf Phaser.Textures
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - [description]
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*/
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var TextureManager = new Class({
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Extends: EventEmitter,
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initialize:
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function TextureManager (game)
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{
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EventEmitter.call(this);
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/**
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* [description]
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*
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* @name Phaser.Textures.TextureManager#game
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* @type {Phaser.Game}
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* @since 3.0.0
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*/
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this.game = game;
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/**
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* [description]
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*
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* @name Phaser.Textures.TextureManager#name
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* @type {string}
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* @since 3.0.0
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*/
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this.name = 'TextureManager';
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/**
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* [description]
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*
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* @name Phaser.Textures.TextureManager#list
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* @type {object}
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* @default {}
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* @since 3.0.0
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*/
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this.list = {};
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/**
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* [description]
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*
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* @name Phaser.Textures.TextureManager#_tempCanvas
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* @type {HTMLCanvasElement}
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* @private
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* @since 3.0.0
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*/
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this._tempCanvas = CanvasPool.create2D(this, 1, 1);
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/**
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* [description]
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*
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* @name Phaser.Textures.TextureManager#_tempContext
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* @type {CanvasRenderingContext2D}
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* @private
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* @since 3.0.0
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*/
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this._tempContext = this._tempCanvas.getContext('2d');
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/**
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* [description]
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*
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* @name Phaser.Textures.TextureManager#_pending
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* @type {integer}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._pending = 0;
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game.events.once('boot', this.boot, this);
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},
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/**
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* [description]
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*
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* @method Phaser.Textures.TextureManager#boot
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* @since 3.0.0
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*/
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boot: function ()
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{
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this._pending = 2;
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this.on('onload', this.updatePending, this);
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this.on('onerror', this.updatePending, this);
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this.addBase64('__DEFAULT', this.game.config.defaultImage);
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this.addBase64('__MISSING', this.game.config.missingImage);
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this.game.events.once('destroy', this.destroy, this);
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},
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/**
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* [description]
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*
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* @method Phaser.Textures.TextureManager#updatePending
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* @since 3.0.0
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*/
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updatePending: function ()
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{
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this._pending--;
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if (this._pending === 0)
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{
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this.off('onload');
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this.off('onerror');
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this.game.events.emit('ready');
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}
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},
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/**
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* Checks the given texture key and throws a console.warn if the key is already in use, then returns false.
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* If you wish to avoid the console.warn then use `TextureManager.exists` instead.
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*
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* @method Phaser.Textures.TextureManager#checkKey
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* @since 3.7.0
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*
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* @param {string} key - The texture key to check.
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*
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* @return {boolean} `true` if it's safe to use the texture key, otherwise `false`.
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*/
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checkKey: function (key)
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{
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if (this.exists(key))
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{
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// eslint-disable-next-line no-console
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console.error('Texture key already in use: ' + key);
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return false;
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}
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return true;
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},
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/**
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* Removes a Texture from the Texture Manager and destroys it. This will immediately
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* clear all references to it from the Texture Manager, and if it has one, destroy its
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* WebGLTexture. This will emit a `removetexture` event.
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*
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* Note: If you have any Game Objects still using this texture they will start throwing
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* errors the next time they try to render. Make sure that removing the texture is the final
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* step when clearing down to avoid this.
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*
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* @method Phaser.Textures.TextureManager#remove
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* @since 3.7.0
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*
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* @param {(string|Phaser.Textures.Texture)} key - The key of the Texture to remove, or a reference to it.
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*
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* @return {Phaser.Textures.TextureManager} The Texture Manager.
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*/
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remove: function (key)
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{
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if (typeof key === 'string')
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{
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if (this.exists(key))
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{
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key = this.get(key);
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}
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else
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{
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console.warn('No texture found matching key: ' + key);
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return this;
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}
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}
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// By this point key should be a Texture, if not, the following fails anyway
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if (this.list.hasOwnProperty(key.key))
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{
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delete this.list[key.key];
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key.destroy();
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this.emit('removetexture', key.key);
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}
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return this;
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},
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/**
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* Adds a new Texture to the Texture Manager created from the given Base64 encoded data.
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*
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* @method Phaser.Textures.TextureManager#addBase64
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {*} data - The Base64 encoded data.
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*/
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addBase64: function (key, data)
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{
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if (this.checkKey(key))
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{
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var _this = this;
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var image = new Image();
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image.onerror = function ()
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{
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_this.emit('onerror', key);
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};
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image.onload = function ()
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{
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var texture = _this.create(key, image);
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Parser.Image(texture, 0);
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_this.emit('addtexture', key, texture);
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_this.emit('onload', key, texture);
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};
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image.src = data;
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}
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},
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/**
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* Adds a new Texture to the Texture Manager created from the given Image element.
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*
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* @method Phaser.Textures.TextureManager#addImage
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {HTMLImageElement} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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addImage: function (key, source, dataSource)
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{
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var texture = null;
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if (this.checkKey(key))
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{
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texture = this.create(key, source);
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Parser.Image(texture, 0);
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if (dataSource)
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{
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texture.setDataSource(dataSource);
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}
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this.emit('addtexture', key, texture);
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}
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return texture;
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},
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/**
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* Creates a new Texture using the given config values.
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* Generated textures consist of a Canvas element to which the texture data is drawn.
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* See the Phaser.Create function for the more direct way to create textures.
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*
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* @method Phaser.Textures.TextureManager#generate
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {object} config - [description]
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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generate: function (key, config)
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{
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if (this.checkKey(key))
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{
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var canvas = CanvasPool.create(this, 1, 1);
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config.canvas = canvas;
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GenerateTexture(config);
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return this.addCanvas(key, canvas);
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}
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else
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{
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return null;
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}
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},
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/**
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* Creates a new Texture using a blank Canvas element of the size given.
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*
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* Canvas elements are automatically pooled and calling this method will
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* extract a free canvas from the CanvasPool, or create one if none are available.
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*
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* @method Phaser.Textures.TextureManager#createCanvas
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {integer} [width=256]- The width of the Canvas element.
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* @param {integer} [height=256] - The height of the Canvas element.
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*
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* @return {?Phaser.Textures.CanvasTexture} The Canvas Texture that was created, or `null` if the key is already in use.
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*/
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createCanvas: function (key, width, height)
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{
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if (width === undefined) { width = 256; }
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if (height === undefined) { height = 256; }
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if (this.checkKey(key))
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{
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var canvas = CanvasPool.create(this, width, height, CONST.CANVAS, true);
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return this.addCanvas(key, canvas);
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}
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return null;
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},
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/**
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* Creates a new Canvas Texture object from an existing Canvas element and adds
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* it to this Texture Manager.
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*
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* @method Phaser.Textures.TextureManager#addCanvas
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLCanvasElement} source - The Canvas element to form the base of the new Texture.
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*
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* @return {?Phaser.Textures.CanvasTexture} The Canvas Texture that was created, or `null` if the key is already in use.
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*/
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addCanvas: function (key, source)
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{
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var texture = null;
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if (this.checkKey(key))
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{
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texture = new CanvasTexture(this, key, source, source.width, source.height);
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this.list[key] = texture;
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this.emit('addtexture', key, texture);
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}
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return texture;
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},
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/**
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* Adds a new Texture Atlas to this Texture Manager.
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* It can accept either JSON Array or JSON Hash formats, as exported by Texture Packer and similar software.
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*
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* @method Phaser.Textures.TextureManager#addAtlas
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {object} data - The Texture Atlas data.
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* @param {HTMLImageElement} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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addAtlas: function (key, source, data, dataSource)
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{
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// New Texture Packer format?
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if (Array.isArray(data.textures) || Array.isArray(data.frames))
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{
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return this.addAtlasJSONArray(key, source, data, dataSource);
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}
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else
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{
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return this.addAtlasJSONHash(key, source, data, dataSource);
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}
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},
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/**
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* Adds a Texture Atlas to this Texture Manager.
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* The frame data of the atlas must be stored in an Array within the JSON.
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* This is known as a JSON Array in software such as Texture Packer.
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*
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* @method Phaser.Textures.TextureManager#addAtlasJSONArray
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {(HTMLImageElement|HTMLImageElement[])} source - The source Image element/s.
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* @param {(object|object[])} data - The Texture Atlas data/s.
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* @param {HTMLImageElement} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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addAtlasJSONArray: function (key, source, data, dataSource)
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{
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var texture = null;
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if (this.checkKey(key))
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{
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texture = this.create(key, source);
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// Multi-Atlas?
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if (Array.isArray(data))
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{
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var singleAtlasFile = (data.length === 1); // multi-pack with one atlas file for all images
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// !! Assumes the textures are in the same order in the source array as in the json data !!
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for (var i = 0; i < texture.source.length; i++)
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{
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var atlasData = singleAtlasFile ? data[0] : data[i];
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Parser.JSONArray(texture, i, atlasData);
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}
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}
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else
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{
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Parser.JSONArray(texture, 0, data);
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}
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if (dataSource)
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{
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texture.setDataSource(dataSource);
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}
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this.emit('addtexture', key, texture);
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}
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return texture;
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},
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/**
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* Adds a Texture Atlas to this Texture Manager.
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* The frame data of the atlas must be stored in an Object within the JSON.
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* This is known as a JSON Hash in software such as Texture Packer.
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*
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* @method Phaser.Textures.TextureManager#addAtlasJSONHash
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {object} data - The Texture Atlas data.
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* @param {HTMLImageElement} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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addAtlasJSONHash: function (key, source, data, dataSource)
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{
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var texture = null;
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if (this.checkKey(key))
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{
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texture = this.create(key, source);
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if (Array.isArray(data))
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{
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for (var i = 0; i < data.length; i++)
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{
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Parser.JSONHash(texture, i, data[i]);
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}
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}
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else
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{
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Parser.JSONHash(texture, 0, data);
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}
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if (dataSource)
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{
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texture.setDataSource(dataSource);
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}
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this.emit('addtexture', key, texture);
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}
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return texture;
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},
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/**
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* Adds a Texture Atlas to this Texture Manager, where the atlas data is given
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* in the XML format.
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*
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* @method Phaser.Textures.TextureManager#addAtlasXML
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* @since 3.7.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {object} data - The Texture Atlas XML data.
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* @param {HTMLImageElement} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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addAtlasXML: function (key, source, data, dataSource)
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{
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var texture = null;
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if (this.checkKey(key))
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{
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texture = this.create(key, source);
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Parser.AtlasXML(texture, 0, data);
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if (dataSource)
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{
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texture.setDataSource(dataSource);
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}
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this.emit('addtexture', key, texture);
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}
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return texture;
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},
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/**
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* Adds a Unity Texture Atlas to this Texture Manager.
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* The data must be in the form of a Unity YAML file.
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*
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* @method Phaser.Textures.TextureManager#addUnityAtlas
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* @since 3.0.0
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*
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* @param {string} key - The unique string-based key of the Texture.
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* @param {HTMLImageElement} source - The source Image element.
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* @param {object} data - The Texture Atlas data.
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* @param {HTMLImageElement} [dataSource] - An optional data Image element.
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*
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* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
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*/
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addUnityAtlas: function (key, source, data, dataSource)
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{
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var texture = null;
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if (this.checkKey(key))
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{
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texture = this.create(key, source);
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Parser.UnityYAML(texture, 0, data);
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if (dataSource)
|
|
{
|
|
texture.setDataSource(dataSource);
|
|
}
|
|
|
|
this.emit('addtexture', key, texture);
|
|
}
|
|
|
|
return texture;
|
|
},
|
|
|
|
/**
|
|
* @typedef {object} SpriteSheetConfig
|
|
*
|
|
* @property {integer} frameWidth - The fixed width of each frame.
|
|
* @property {integer} [frameHeight] - The fixed height of each frame. If not set it will use the frameWidth as the height.
|
|
* @property {integer} [startFrame=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture.
|
|
* @property {integer} [endFrame=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
|
|
* @property {integer} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
|
|
* @property {integer} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
|
|
*/
|
|
|
|
/**
|
|
* Adds a Sprite Sheet to this Texture Manager.
|
|
*
|
|
* In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact
|
|
* same size and cannot be trimmed or rotated.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#addSpriteSheet
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {HTMLImageElement} source - The source Image element.
|
|
* @param {SpriteSheetConfig} config - The configuration object for this Sprite Sheet.
|
|
*
|
|
* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
|
|
*/
|
|
addSpriteSheet: function (key, source, config)
|
|
{
|
|
var texture = null;
|
|
|
|
if (this.checkKey(key))
|
|
{
|
|
texture = this.create(key, source);
|
|
|
|
var width = texture.source[0].width;
|
|
var height = texture.source[0].height;
|
|
|
|
Parser.SpriteSheet(texture, 0, 0, 0, width, height, config);
|
|
|
|
this.emit('addtexture', key, texture);
|
|
}
|
|
|
|
return texture;
|
|
},
|
|
|
|
/**
|
|
* @typedef {object} SpriteSheetFromAtlasConfig
|
|
*
|
|
* @property {string} atlas - The key of the Texture Atlas in which this Sprite Sheet can be found.
|
|
* @property {string} frame - The key of the Texture Atlas Frame in which this Sprite Sheet can be found.
|
|
* @property {integer} frameWidth - The fixed width of each frame.
|
|
* @property {integer} [frameHeight] - The fixed height of each frame. If not set it will use the frameWidth as the height.
|
|
* @property {integer} [startFrame=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture.
|
|
* @property {integer} [endFrame=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
|
|
* @property {integer} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
|
|
* @property {integer} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
|
|
*/
|
|
|
|
/**
|
|
* Adds a Sprite Sheet to this Texture Manager, where the Sprite Sheet exists as a Frame within a Texture Atlas.
|
|
*
|
|
* In Phaser terminology a Sprite Sheet is a texture containing different frames, but each frame is the exact
|
|
* same size and cannot be trimmed or rotated.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#addSpriteSheetFromAtlas
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {SpriteSheetFromAtlasConfig} config - The configuration object for this Sprite Sheet.
|
|
*
|
|
* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
|
|
*/
|
|
addSpriteSheetFromAtlas: function (key, config)
|
|
{
|
|
if (!this.checkKey(key))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var atlasKey = GetValue(config, 'atlas', null);
|
|
var atlasFrame = GetValue(config, 'frame', null);
|
|
|
|
if (!atlasKey || !atlasFrame)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var atlas = this.get(atlasKey);
|
|
var sheet = atlas.get(atlasFrame);
|
|
|
|
if (sheet)
|
|
{
|
|
var texture = this.create(key, sheet.source.image);
|
|
|
|
if (sheet.trimmed)
|
|
{
|
|
// If trimmed we need to help the parser adjust
|
|
Parser.SpriteSheetFromAtlas(texture, sheet, config);
|
|
}
|
|
else
|
|
{
|
|
Parser.SpriteSheet(texture, 0, sheet.cutX, sheet.cutY, sheet.cutWidth, sheet.cutHeight, config);
|
|
}
|
|
|
|
this.emit('addtexture', key, texture);
|
|
|
|
return texture;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Creates a new Texture using the given source and dimensions.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#create
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {HTMLImageElement} source - The source Image element.
|
|
* @param {integer} width - The width of the Texture.
|
|
* @param {integer} height - The height of the Texture.
|
|
*
|
|
* @return {?Phaser.Textures.Texture} The Texture that was created, or `null` if the key is already in use.
|
|
*/
|
|
create: function (key, source, width, height)
|
|
{
|
|
var texture = null;
|
|
|
|
if (this.checkKey(key))
|
|
{
|
|
texture = new Texture(this, key, source, width, height);
|
|
|
|
this.list[key] = texture;
|
|
}
|
|
|
|
return texture;
|
|
},
|
|
|
|
/**
|
|
* Checks the given key to see if a Texture using it exists within this Texture Manager.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#exists
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
*
|
|
* @return {boolean} Returns `true` if a Texture matching the given key exists in this Texture Manager.
|
|
*/
|
|
exists: function (key)
|
|
{
|
|
return (this.list.hasOwnProperty(key));
|
|
},
|
|
|
|
/**
|
|
* Returns a Texture from the Texture Manager that matches the given key.
|
|
* If the key is undefined it will return the `__DEFAULT` Texture.
|
|
* If the key is given, but not found, it will return the `__MISSING` Texture.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#get
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
*
|
|
* @return {Phaser.Textures.Texture} The Texture that was created.
|
|
*/
|
|
get: function (key)
|
|
{
|
|
if (key === undefined) { key = '__DEFAULT'; }
|
|
|
|
if (this.list[key])
|
|
{
|
|
return this.list[key];
|
|
}
|
|
else
|
|
{
|
|
return this.list['__MISSING'];
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Takes a Texture key and Frame name and returns a clone of that Frame if found.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#cloneFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {(string|integer)} frame - The string or index of the Frame to be cloned.
|
|
*
|
|
* @return {Phaser.Textures.Frame} A Clone of the given Frame.
|
|
*/
|
|
cloneFrame: function (key, frame)
|
|
{
|
|
if (this.list[key])
|
|
{
|
|
return this.list[key].get(frame).clone();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Takes a Texture key and Frame name and returns a reference to that Frame, if found.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#getFrame
|
|
* @since 3.0.0
|
|
*
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {(string|integer)} [frame] - The string-based name, or integer based index, of the Frame to get from the Texture.
|
|
*
|
|
* @return {Phaser.Textures.Frame} A Texture Frame object.
|
|
*/
|
|
getFrame: function (key, frame)
|
|
{
|
|
if (this.list[key])
|
|
{
|
|
return this.list[key].get(frame);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Returns an array with all of the keys of all Textures in this Texture Manager.
|
|
* The output array will exclude the `__DEFAULT` and `__MISSING` keys.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#getTextureKeys
|
|
* @since 3.0.0
|
|
*
|
|
* @return {string[]} An array containing all of the Texture keys stored in this Texture Manager.
|
|
*/
|
|
getTextureKeys: function ()
|
|
{
|
|
var output = [];
|
|
|
|
for (var key in this.list)
|
|
{
|
|
if (key !== '__DEFAULT' && key !== '__MISSING')
|
|
{
|
|
output.push(key);
|
|
}
|
|
}
|
|
|
|
return output;
|
|
},
|
|
|
|
/**
|
|
* Given a Texture and an `x` and `y` coordinate this method will return a new
|
|
* Color object that has been populated with the color and alpha values of the pixel
|
|
* at that location in the Texture.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#getPixel
|
|
* @since 3.0.0
|
|
*
|
|
* @param {integer} x - The x coordinate of the pixel within the Texture.
|
|
* @param {integer} y - The y coordinate of the pixel within the Texture.
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {(string|integer)} frame - The string or index of the Frame.
|
|
*
|
|
* @return {?Phaser.Display.Color} A Color object populated with the color values of the requested pixel,
|
|
* or `null` if the coordinates were out of bounds.
|
|
*/
|
|
getPixel: function (x, y, key, frame)
|
|
{
|
|
var textureFrame = this.getFrame(key, frame);
|
|
|
|
if (textureFrame)
|
|
{
|
|
var source = textureFrame.source.image;
|
|
|
|
if (x >= 0 && x <= source.width && y >= 0 && y <= source.height)
|
|
{
|
|
x += textureFrame.cutX;
|
|
y += textureFrame.cutY;
|
|
|
|
// if (textureFrame.trimmed)
|
|
// {
|
|
// x -= this.sprite.texture.trim.x;
|
|
// y -= this.sprite.texture.trim.y;
|
|
// }
|
|
|
|
var context = this._tempContext;
|
|
|
|
context.clearRect(0, 0, 1, 1);
|
|
context.drawImage(source, x, y, 1, 1, 0, 0, 1, 1);
|
|
|
|
var rgb = context.getImageData(0, 0, 1, 1);
|
|
|
|
return new Color(rgb.data[0], rgb.data[1], rgb.data[2], rgb.data[3]);
|
|
}
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Given a Texture and an `x` and `y` coordinate this method will return a value between 0 and 255
|
|
* corresponding to the alpha value of the pixel at that location in the Texture. If the coordinate
|
|
* is out of bounds it will return null.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#getPixelAlpha
|
|
* @since 3.10.0
|
|
*
|
|
* @param {integer} x - The x coordinate of the pixel within the Texture.
|
|
* @param {integer} y - The y coordinate of the pixel within the Texture.
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {(string|integer)} frame - The string or index of the Frame.
|
|
*
|
|
* @return {integer} A value between 0 and 255, or `null` if the coordinates were out of bounds.
|
|
*/
|
|
getPixelAlpha: function (x, y, key, frame)
|
|
{
|
|
var textureFrame = this.getFrame(key, frame);
|
|
|
|
if (textureFrame)
|
|
{
|
|
var source = textureFrame.source.image;
|
|
|
|
if (x >= 0 && x <= source.width && y >= 0 && y <= source.height)
|
|
{
|
|
x += textureFrame.cutX;
|
|
y += textureFrame.cutY;
|
|
|
|
var context = this._tempContext;
|
|
|
|
context.clearRect(0, 0, 1, 1);
|
|
context.drawImage(source, x, y, 1, 1, 0, 0, 1, 1);
|
|
|
|
var rgb = context.getImageData(0, 0, 1, 1);
|
|
|
|
return rgb.data[3];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Sets the given Game Objects `texture` and `frame` properties so that it uses
|
|
* the Texture and Frame specified in the `key` and `frame` arguments to this method.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#setTexture
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.GameObjects.GameObject} gameObject - [description]
|
|
* @param {string} key - The unique string-based key of the Texture.
|
|
* @param {(string|integer)} frame - The string or index of the Frame.
|
|
*
|
|
* @return {Phaser.GameObjects.GameObject} The Game Object the texture was set on.
|
|
*/
|
|
setTexture: function (gameObject, key, frame)
|
|
{
|
|
if (this.list[key])
|
|
{
|
|
gameObject.texture = this.list[key];
|
|
gameObject.frame = gameObject.texture.get(frame);
|
|
}
|
|
|
|
return gameObject;
|
|
},
|
|
|
|
/**
|
|
* Passes all Textures to the given callback.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#each
|
|
* @since 3.0.0
|
|
*
|
|
* @param {EachTextureCallback} callback - The callback function to be sent the Textures.
|
|
* @param {object} scope - The value to use as `this` when executing the callback.
|
|
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
|
|
*/
|
|
each: function (callback, scope)
|
|
{
|
|
var args = [ null ];
|
|
|
|
for (var i = 1; i < arguments.length; i++)
|
|
{
|
|
args.push(arguments[i]);
|
|
}
|
|
|
|
for (var texture in this.list)
|
|
{
|
|
args[0] = this.list[texture];
|
|
|
|
callback.apply(scope, args);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Destroys the Texture Manager and all Textures stored within it.
|
|
*
|
|
* @method Phaser.Textures.TextureManager#destroy
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
for (var texture in this.list)
|
|
{
|
|
this.list[texture].destroy();
|
|
}
|
|
|
|
this.list = {};
|
|
|
|
this.game = null;
|
|
|
|
CanvasPool.remove(this._tempCanvas);
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = TextureManager;
|