mirror of
https://github.com/photonstorm/phaser
synced 2024-11-30 16:39:34 +00:00
354 lines
11 KiB
JavaScript
354 lines
11 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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* 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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* @static
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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|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element.
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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 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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* @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one image.
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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, margin, spacing, skipFrames) {
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var img = key;
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if (typeof key === 'string')
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{
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img = game.cache.getImage(key);
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}
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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.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 (skipFrames > total || skipFrames < -total)
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{
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console.warn(
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"Phaser.AnimationParser.spriteSheet: skipFrames = " +
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skipFrames.toString() + " is larger than total sprite number " +
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total.toString());
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return null;
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}
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if (skipFrames < 0)
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{
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// Allow negative skipframes.
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skipFrames = total + skipFrames;
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}
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if (frameMax !== -1)
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{
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total = skipFrames + 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: '" + key + "'s 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 = margin;
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var y = margin;
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for (var i = 0; i < total; i++)
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{
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data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, ''));
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x += frameWidth + spacing;
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if (x + frameWidth > width)
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{
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x = margin;
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y += frameHeight + spacing;
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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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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONData: function (game, json) {
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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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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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));
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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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}
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if (frames[i].rotated)
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{
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newFrame.rotated = true;
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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.JSONDataPyxel
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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 Pyxel JSON format.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONDataPyxel: function (game, json) {
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// Malformed? There are a few keys to check here.
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var signature = ['layers', 'tilewidth','tileheight','tileswide', 'tileshigh'];
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signature.forEach( function(key) {
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if (!json[key])
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{
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console.warn('Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing "' + key + '" key.');
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console.log(json);
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return;
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}
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});
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// For this purpose, I only care about parsing tilemaps with a single layer.
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if (json['layers'].length !== 1)
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{
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console.warn('Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps.');
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console.log(json);
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return;
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}
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var data = new Phaser.FrameData();
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var tileheight = json['tileheight'];
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var tilewidth = json['tilewidth'];
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var frames = json['layers'][0]['tiles'];
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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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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[i].x,
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frames[i].y,
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tilewidth,
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tileheight,
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"frame_" + i // No names are included in pyxel tilemap data.
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));
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// No trim data is included.
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newFrame.setTrim(false);
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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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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONDataHash: function (game, json) {
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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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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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));
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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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}
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if (frames[key].rotated)
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{
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newFrame.rotated = true;
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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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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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XMLData: function (game, xml) {
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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();
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var frames = xml.getElementsByTagName('SubTexture');
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var newFrame;
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var name;
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var frame;
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var x;
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var y;
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var width;
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var height;
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var frameX;
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var frameY;
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var frameWidth;
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var frameHeight;
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for (var i = 0; i < frames.length; i++)
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{
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frame = frames[i].attributes;
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name = frame.name.value;
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x = parseInt(frame.x.value, 10);
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y = parseInt(frame.y.value, 10);
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width = parseInt(frame.width.value, 10);
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height = parseInt(frame.height.value, 10);
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frameX = null;
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frameY = null;
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if (frame.frameX)
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{
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frameX = Math.abs(parseInt(frame.frameX.value, 10));
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frameY = Math.abs(parseInt(frame.frameY.value, 10));
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frameWidth = parseInt(frame.frameWidth.value, 10);
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frameHeight = parseInt(frame.frameHeight.value, 10);
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}
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newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name));
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// Trimmed?
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if (frameX !== null || frameY !== null)
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{
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newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, 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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