mirror of
https://github.com/photonstorm/phaser
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84 lines
2.6 KiB
JavaScript
84 lines
2.6 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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* Parse a Sprite Sheet and extracts the frame data from it.
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*
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* @class Phaser.TextureParser.SpriteSheet
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* @static
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* @param {Phaser.Texture} texture - The parent Texture.
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* @param {string} key - The key of the Frame within the Texture that the Sprite Sheet is stored in.
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* @param {number} frameWidth - The fixed width of each frame.
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* @param {number} frameHeight - The fixed height of each frame.
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* @param {number} [startFrame=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one Texture.
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* @param {number} [endFrame=-1] - The total number of frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames".
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* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
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* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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Phaser.TextureManager.Parsers.SpriteSheet = function (texture, sourceIndex, x, y, width, height, frameWidth, frameHeight, startFrame, endFrame, margin, spacing)
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{
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if (startFrame === undefined) { startFrame = 0; }
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if (endFrame === undefined) { endFrame = -1; }
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if (margin === undefined) { margin = 0; }
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if (spacing === undefined) { spacing = 0; }
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var row = Math.floor((width - margin) / (frameWidth + spacing));
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var column = Math.floor((height - margin) / (frameHeight + spacing));
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var total = row * column;
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if (startFrame > total || startFrame < -total)
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{
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startFrame = 0;
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}
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if (startFrame < 0)
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{
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// Allow negative skipframes.
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startFrame = total + startFrame;
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}
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if (endFrame !== -1)
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{
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total = startFrame + (endFrame + 1);
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}
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var fx = margin;
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var fy = margin;
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var ax = 0;
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var ay = 0;
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for (var i = 0; i < total; i++)
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{
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ax = 0;
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ay = 0;
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var w = fx + frameWidth;
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var h = fy + frameHeight;
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if (w > width)
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{
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ax = w - width;
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}
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if (h > height)
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{
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ay = h - height;
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}
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texture.add(i, sourceIndex, x + fx, y + fy, frameWidth - ax, frameHeight - ay);
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fx += frameWidth + spacing;
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if (fx + frameWidth > width)
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{
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fx = margin;
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fy += frameHeight + spacing;
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}
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}
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return texture;
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};
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