mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
186 lines
4.3 KiB
JavaScript
186 lines
4.3 KiB
JavaScript
var Class = require('../utils/Class');
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var Frame = require('./Frame');
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var TextureSource = require('./TextureSource');
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/**
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* A Texture consists of a source, usually an Image from the Cache, or a Canvas, and a collection
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* of Frames. The Frames represent the different areas of the Texture. For example a texture atlas
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* may have many Frames, one for each element within the atlas. Where-as a single image would have
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* just one frame, that encompasses the whole image.
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*
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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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var Texture = new Class({
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initialize:
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function Texture (manager, key, source, width, height)
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{
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this.manager = manager;
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if (!Array.isArray(source))
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{
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source = [ source ];
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}
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this.key = key;
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/**
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* The source that is used to create the texture.
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* Usually an Image, but can also be a Canvas.
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*/
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this.source = [];
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this.frames = {};
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this.firstFrame = '__BASE';
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this.frameTotal = 0;
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// Load the Sources
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for (var i = 0; i < source.length; i++)
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{
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this.source.push(new TextureSource(this, source[i], width, height));
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}
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},
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add: function (name, sourceIndex, x, y, width, height)
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{
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var frame = new Frame(this, name, sourceIndex, x, y, width, height);
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this.frames[name] = frame;
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// Set the first frame of the Texture (other than __BASE)
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// This is used to ensure we don't spam the display with entire
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// atlases of sprite sheets, but instead just the first frame of them
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// should the dev incorrectly specify the frame index
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if (this.frameTotal === 1)
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{
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this.firstFrame = name;
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}
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this.frameTotal++;
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return frame;
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},
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has: function (name)
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{
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return (this.frames[name]);
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},
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get: function (name)
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{
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if (name === undefined || name === null)
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{
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name = (this.frameTotal === 1) ? '__BASE' : this.firstFrame;
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}
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var frame = this.frames[name];
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if (!frame)
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{
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console.warn('No Texture.frame found with name ' + name);
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return this.frames['__BASE'];
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}
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else
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{
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return frame;
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}
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},
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getTextureSourceIndex: function (source)
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{
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for (var i = 0; i < this.source.length; i++)
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{
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if (this.source[i] === source)
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{
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return i;
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}
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}
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return -1;
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},
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// source = TextureSource object
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getFramesFromTextureSource: function (sourceIndex)
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{
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var out = [];
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for (var frameName in this.frames)
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{
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if (frameName === '__BASE')
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{
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continue;
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}
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var frame = this.frames[frameName];
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if (frame.sourceIndex === sourceIndex)
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{
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out.push(frame.name);
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}
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}
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return out;
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},
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getFrameNames: function (includeBase)
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{
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if (includeBase === undefined) { includeBase = false; }
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var out = Object.keys(this.frames);
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if (!includeBase)
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{
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var idx = out.indexOf('__BASE');
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if (idx !== -1)
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{
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out.splice(idx, 1);
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}
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}
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return out;
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},
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getSourceImage: function (name)
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{
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if (name === undefined || name === null || this.frameTotal === 1)
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{
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name = '__BASE';
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}
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var frame = this.frames[name];
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if (!frame)
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{
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console.warn('No Texture.frame found with name ' + name);
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return this.frames['__BASE'].source.image;
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}
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else
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{
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return frame.source.image;
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}
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},
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setFilter: function (filterMode)
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{
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for (var i = 0; i < this.source.length; i++)
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{
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this.source[i].setFilter(filterMode);
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}
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},
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destroy: function ()
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{
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}
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});
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module.exports = Texture;
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