phaser/src/animation/AnimationParser.js
photonstorm 7c7d9153e6 Sprite.crop (and Image.crop) has been completely overhauled. You can now crop animated sprites (sprite sheet and texture atlas), you can define the x/y crop offset and the crop rectangle is exposed in the Sprite.cropRect property.
Sprite.updateCrop is available if you wish to update an externally referenced crop rectangle.
Sprites and Images now have their own textures objects, they are no longer references to those stored in the global Pixi.TextureCache. This allows you to redefine the texture frame dynamically without messing up any other Sprites in your game, such as via cropping. They still share global Base Textures, so image references are kept to a minimum.
Sprite.resetFrame will revert the Sprites texture frame back to its defaults dimensions. This is called when you call Sprite.crop with no rectangle, to reset the crop effect, but can be userful in other situations so we've left it as a public method.
2014-06-10 23:37:33 +01:00

281 lines
8.8 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
*
* @class Phaser.AnimationParser
*/
Phaser.AnimationParser = {
/**
* Parse a Sprite Sheet and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.spriteSheet
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
* @param {number} frameWidth - The fixed width of each frame of the animation.
* @param {number} frameHeight - The fixed height of each frame of the animation.
* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
// How big is our image?
var img = game.cache.getImage(key);
if (img == null)
{
return null;
}
var width = img.width;
var height = img.height;
if (frameWidth <= 0)
{
frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
}
if (frameHeight <= 0)
{
frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
}
var row = Math.floor((width - margin) / (frameWidth + spacing));
var column = Math.floor((height - margin) / (frameHeight + spacing));
var total = row * column;
if (frameMax !== -1)
{
total = frameMax;
}
// Zero or smaller than frame sizes?
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
{
console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
return null;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var x = margin;
var y = margin;
for (var i = 0; i < total; i++)
{
var uuid = game.rnd.uuid();
// uuid needed?
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
x += frameWidth + spacing;
if (x + frameWidth > width)
{
x = margin;
y += frameHeight + spacing;
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONData: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
for (var i = 0; i < frames.length; i++)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[i].frame.x,
frames[i].frame.y,
frames[i].frame.w,
frames[i].frame.h,
frames[i].filename,
uuid
));
if (frames[i].trimmed)
{
newFrame.setTrim(
frames[i].trimmed,
frames[i].sourceSize.w,
frames[i].sourceSize.h,
frames[i].spriteSourceSize.x,
frames[i].spriteSourceSize.y,
frames[i].spriteSourceSize.w,
frames[i].spriteSourceSize.h
);
}
}
return data;
},
/**
* Parse the JSON data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.JSONDataHash
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
JSONDataHash: function (game, json, cacheKey) {
// Malformed?
if (!json['frames'])
{
console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
console.log(json);
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
// By this stage frames is a fully parsed array
var frames = json['frames'];
var newFrame;
var i = 0;
for (var key in frames)
{
var uuid = game.rnd.uuid();
newFrame = data.addFrame(new Phaser.Frame(
i,
frames[key].frame.x,
frames[key].frame.y,
frames[key].frame.w,
frames[key].frame.h,
key,
uuid
));
if (frames[key].trimmed)
{
newFrame.setTrim(
frames[key].trimmed,
frames[key].sourceSize.w,
frames[key].sourceSize.h,
frames[key].spriteSourceSize.x,
frames[key].spriteSourceSize.y,
frames[key].spriteSourceSize.w,
frames[key].spriteSourceSize.h
);
}
i++;
}
return data;
},
/**
* Parse the XML data and extract the animation frame data from it.
*
* @method Phaser.AnimationParser.XMLData
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
* @param {string} cacheKey - The Game.Cache asset key of the texture image.
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
*/
XMLData: function (game, xml, cacheKey) {
// Malformed?
if (!xml.getElementsByTagName('TextureAtlas'))
{
console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
return;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var frames = xml.getElementsByTagName('SubTexture');
var newFrame;
var uuid;
var name;
var frame;
var x;
var y;
var width;
var height;
var frameX;
var frameY;
var frameWidth;
var frameHeight;
for (var i = 0; i < frames.length; i++)
{
uuid = game.rnd.uuid();
frame = frames[i].attributes;
name = frame.name.nodeValue;
x = parseInt(frame.x.nodeValue, 10);
y = parseInt(frame.y.nodeValue, 10);
width = parseInt(frame.width.nodeValue, 10);
height = parseInt(frame.height.nodeValue, 10);
frameX = null;
frameY = null;
if (frame.frameX)
{
frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
}
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
// Trimmed?
if (frameX !== null || frameY !== null)
{
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
}
}
return data;
}
};