mirror of
https://github.com/photonstorm/phaser
synced 2024-12-14 15:22:57 +00:00
150 lines
3.4 KiB
JavaScript
150 lines
3.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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* 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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* @class Phaser.Texture
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* @constructor
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* @param {object} source
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* @param {number} scaleMode
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*/
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Phaser.Texture = function (manager, key, source)
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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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* @property source
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* @type array
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*/
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this.source = [];
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/**
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* @property {object} frames - Frames
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*/
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this.frames = {};
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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 Phaser.TextureSource(this, source[i]));
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}
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};
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Phaser.Texture.prototype.constructor = Phaser.Texture;
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Phaser.Texture.prototype = {
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add: function (name, sourceIndex, x, y, width, height)
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{
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var frame = new Phaser.TextureFrame(this, name, sourceIndex, x, y, width, height);
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this.frames[name] = frame;
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this.frameTotal++;
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return frame;
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},
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get: 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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}
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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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setTextureIndex: function (index)
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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].glTextureIndex = index;
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console.log(this.source[i].image.currentSrc, 'index = ', index);
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index++;
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}
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return index;
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},
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/**
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* Destroys this base texture
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*
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* @method destroy
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*/
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destroy: function ()
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{
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// Need to iterate though the TextureSources, and unload each one
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// then clear out the frames
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/*
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if (this.source)
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{
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Phaser.CanvasPool.removeByCanvas(this.source);
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}
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this.source = null;
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*/
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}
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};
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/**
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* Helper function that creates a base texture from the given canvas element.
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*
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* @static
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* @method fromCanvas
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* @param canvas {Canvas} The canvas element source of the texture
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* @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}Phaser.scaleModes{{/crossLink}} for possible values
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* @return {BaseTexture}
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*/
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Phaser.Texture.fromCanvas = function (canvas, scaleMode)
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{
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if (canvas.width === 0)
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{
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canvas.width = 1;
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}
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if (canvas.height === 0)
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{
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canvas.height = 1;
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}
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return new Phaser.Texture(canvas, scaleMode);
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};
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