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703 lines
18 KiB
HTML
703 lines
18 KiB
HTML
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<title>Phaser Source: animation/AnimationParser.js</title>
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<h1 class="page-title">Source: animation/AnimationParser.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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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/**
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* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*
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* @class Phaser.AnimationParser
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*/
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Phaser.AnimationParser = {
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/**
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* Parse a Sprite Sheet and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.spriteSheet
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
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* @param {number} frameWidth - The fixed width of each frame of the animation.
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* @param {number} frameHeight - The fixed height of each frame of the animation.
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* @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".
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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spriteSheet: function (game, key, frameWidth, frameHeight, frameMax) {
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// How big is our image?
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var img = game.cache.getImage(key);
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if (img == null)
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{
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return null;
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}
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var width = img.width;
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var height = img.height;
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if (frameWidth <= 0)
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{
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frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
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}
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if (frameHeight <= 0)
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{
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frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
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}
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var row = Math.round(width / frameWidth);
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var column = Math.round(height / frameHeight);
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var total = row * column;
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if (frameMax !== -1)
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{
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total = frameMax;
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}
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// Zero or smaller than frame sizes?
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if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
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{
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console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
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return null;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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var x = 0;
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var y = 0;
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for (var i = 0; i < total; i++)
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{
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var uuid = game.rnd.uuid();
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data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
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x: x,
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y: y,
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width: frameWidth,
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height: frameHeight
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});
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x += frameWidth;
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if (x === width)
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{
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x = 0;
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y += frameHeight;
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}
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}
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return data;
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},
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/**
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* Parse the JSON data and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.JSONData
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONData: function (game, json, cacheKey) {
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// Malformed?
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if (!json['frames'])
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{
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console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
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console.log(json);
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return;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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for (var i = 0; i < frames.length; i++)
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{
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[i].frame.x,
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frames[i].frame.y,
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frames[i].frame.w,
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frames[i].frame.h,
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frames[i].filename,
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uuid
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));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: frames[i].frame.x,
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y: frames[i].frame.y,
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width: frames[i].frame.w,
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height: frames[i].frame.h
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});
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if (frames[i].trimmed)
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{
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newFrame.setTrim(
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frames[i].trimmed,
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frames[i].sourceSize.w,
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frames[i].sourceSize.h,
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frames[i].spriteSourceSize.x,
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frames[i].spriteSourceSize.y,
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frames[i].spriteSourceSize.w,
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frames[i].spriteSourceSize.h
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);
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// We had to hack Pixi to get this to work :(
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PIXI.TextureCache[uuid].trimmed = true;
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PIXI.TextureCache[uuid].trim.x = frames[i].spriteSourceSize.x;
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PIXI.TextureCache[uuid].trim.y = frames[i].spriteSourceSize.y;
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}
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}
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return data;
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},
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/**
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* Parse the JSON data and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.JSONDataHash
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONDataHash: function (game, json, cacheKey) {
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// Malformed?
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if (!json['frames'])
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{
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console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
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console.log(json);
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return;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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var i = 0;
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for (var key in frames)
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{
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[key].frame.x,
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frames[key].frame.y,
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frames[key].frame.w,
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frames[key].frame.h,
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key,
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uuid
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));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: frames[key].frame.x,
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y: frames[key].frame.y,
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width: frames[key].frame.w,
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height: frames[key].frame.h
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});
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if (frames[key].trimmed)
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{
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newFrame.setTrim(
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frames[key].trimmed,
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frames[key].sourceSize.w,
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frames[key].sourceSize.h,
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frames[key].spriteSourceSize.x,
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frames[key].spriteSourceSize.y,
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frames[key].spriteSourceSize.w,
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frames[key].spriteSourceSize.h
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);
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// We had to hack Pixi to get this to work :(
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PIXI.TextureCache[uuid].trimmed = true;
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PIXI.TextureCache[uuid].trim.x = frames[key].spriteSourceSize.x;
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PIXI.TextureCache[uuid].trim.y = frames[key].spriteSourceSize.y;
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}
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i++;
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}
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return data;
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},
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/**
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* Parse the XML data and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.XMLData
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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XMLData: function (game, xml, cacheKey) {
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// Malformed?
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if (!xml.getElementsByTagName('TextureAtlas'))
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{
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console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
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return;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
|
|
var frames = xml.getElementsByTagName('SubTexture');
|
|
var newFrame;
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
var uuid = game.rnd.uuid();
|
|
|
|
var frame = frames[i].attributes;
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(
|
|
i,
|
|
frame.x.nodeValue,
|
|
frame.y.nodeValue,
|
|
frame.width.nodeValue,
|
|
frame.height.nodeValue,
|
|
frame.name.nodeValue,
|
|
uuid
|
|
));
|
|
|
|
PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
|
|
x: frame.x.nodeValue,
|
|
y: frame.y.nodeValue,
|
|
width: frame.width.nodeValue,
|
|
height: frame.height.nodeValue
|
|
});
|
|
|
|
// Trimmed?
|
|
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
|
|
{
|
|
newFrame.setTrim(
|
|
true,
|
|
frame.width.nodeValue,
|
|
frame.height.nodeValue,
|
|
Math.abs(frame.frameX.nodeValue),
|
|
Math.abs(frame.frameY.nodeValue),
|
|
frame.frameWidth.nodeValue,
|
|
frame.frameHeight.nodeValue
|
|
);
|
|
|
|
PIXI.TextureCache[uuid].realSize = {
|
|
x: Math.abs(frame.frameX.nodeValue),
|
|
y: Math.abs(frame.frameY.nodeValue),
|
|
w: frame.frameWidth.nodeValue,
|
|
h: frame.frameHeight.nodeValue
|
|
};
|
|
|
|
// We had to hack Pixi to get this to work :(
|
|
PIXI.TextureCache[uuid].trimmed = true;
|
|
PIXI.TextureCache[uuid].trim.x = Math.abs(frame.frameX.nodeValue);
|
|
PIXI.TextureCache[uuid].trim.y = Math.abs(frame.frameY.nodeValue);
|
|
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
|
on Wed Oct 23 2013 13:51:58 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( {
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
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|
</script>
|
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|
|
</body>
|
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</html>
|