phaser/docs/Phaser.Component.LoadTexture.html
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<div id="main">
<!--<h1 class="page-title">Class: LoadTexture</h1>-->
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a><a href="Phaser.html#.Component">.Component</a>.</span>
LoadTexture
</h2>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name "
id="LoadTexture"><span class="type-signature"></span>new LoadTexture<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-12">line 12</a>
</dt>
</dl>
</dd>
</div>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name "
id="frame"><span class="type-signature"></span>frame<span class="type-signature"> :integer</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the current frame index of the texture being used to render this Game Object.</p>
<p>To change the frame set <code>frame</code> to the index of the new frame in the sprite sheet you wish this Game Object to use,
for example: <code>player.frame = 4</code>.</p>
<p>If the frame index given doesn't exist it will revert to the first frame found in the texture.</p>
<p>If you are using a texture atlas then you should use the <code>frameName</code> property instead.</p>
<p>If you wish to fully replace the texture being used see <code>loadTexture</code>.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-242">line 242</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="frameName"><span class="type-signature"></span>frameName<span class="type-signature"> :string</span></h4>
</dt>
<dd>
<div class="description">
<p>Gets or sets the current frame name of the texture being used to render this Game Object.</p>
<p>To change the frame set <code>frameName</code> to the name of the new frame in the texture atlas you wish this Game Object to use,
for example: <code>player.frameName = &quot;idle&quot;</code>.</p>
<p>If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.</p>
<p>If you are using a sprite sheet then you should use the <code>frame</code> property instead.</p>
<p>If you wish to fully replace the texture being used see <code>loadTexture</code>.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-267">line 267</a>
</dt>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name "
id="loadTexture"><span class="type-signature"></span>loadTexture<span class="signature">(key, <span class="optional">frame</span>, <span class="optional">stopAnimation</span>)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.</p>
<p>If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the <code>frame</code> or <code>frameName</code> properties instead.</p>
<p>You should only use <code>loadTexture</code> if you want to replace the base texture entirely.</p>
<p>Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.</p>
<p>You can use the new const <code>Phaser.PENDING_ATLAS</code> as the texture key for any sprite.
Doing this then sets the key to be the <code>frame</code> argument (the frame is set to zero). </p>
<p>This allows you to create sprites using <code>load.image</code> during development, and then change them
to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'
and swapping it to be the key of the atlas data.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th>Argument</th>
<th>Default</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>key</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type"><a href="Phaser.RenderTexture.html">Phaser.RenderTexture</a></span>
|
<span class="param-type"><a href="Phaser.BitmapData.html">Phaser.BitmapData</a></span>
|
<span class="param-type"><a href="Phaser.Video.html">Phaser.Video</a></span>
|
<span class="param-type"><a href="PIXI.Texture.html">PIXI.Texture</a></span>
</td>
<td class="attributes">
</td>
<td class="default">
</td>
<td class="description last"><p>This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.</p></td>
</tr>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type">string</span>
|
<span class="param-type">number</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
</td>
<td class="description last"><p>If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.</p></td>
</tr>
<tr>
<td class="name"><code>stopAnimation</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="attributes">
&lt;optional><br>
</td>
<td class="default">
true
</td>
<td class="description last"><p>If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-49">line 49</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resetFrame"><span class="type-signature"></span>resetFrame<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resets the texture frame dimensions that the Game Object uses for rendering.</p>
</div>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-220">line 220</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="resizeFrame"><span class="type-signature"></span>resizeFrame<span class="signature">(parent, width, height)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Resizes the Frame dimensions that the Game Object uses for rendering.</p>
<p>You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData
it can be useful to adjust the dimensions directly in this way.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>parent</code></td>
<td class="type">
<span class="param-type">object</span>
</td>
<td class="description last"><p>The parent texture object that caused the resize, i.e. a Phaser.Video object.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="description last"><p>The new width of the texture.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">integer</span>
</td>
<td class="description last"><p>The new height of the texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-208">line 208</a>
</dt>
</dl>
</dd>
<dt>
<h4 class="name "
id="setFrame"><span class="type-signature"></span>setFrame<span class="signature">(frame)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the texture frame the Game Object uses for rendering.</p>
<p>This is primarily an internal method used by <code>loadTexture</code>, but is exposed for the use of plugins and custom classes.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>frame</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Frame.html">Phaser.Frame</a></span>
</td>
<td class="description last"><p>The Frame to be used by the texture.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source -
<a href="src_gameobjects_components_LoadTexture.js.html">gameobjects/components/LoadTexture.js</a>, <a href="src_gameobjects_components_LoadTexture.js.html#sunlight-1-line-143">line 143</a>
</dt>
</dl>
</dd>
</dl>
</article>
</section>
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