mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 22:33:09 +00:00
140 lines
No EOL
4.5 KiB
TypeScript
140 lines
No EOL
4.5 KiB
TypeScript
/// <reference path="../Game.ts" />
|
|
|
|
/**
|
|
* Phaser - AnimationLoader
|
|
*
|
|
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
|
*/
|
|
|
|
module Phaser {
|
|
|
|
export class AnimationLoader {
|
|
|
|
/**
|
|
* Parse a sprite sheet from asset data.
|
|
* @param key {string} Asset key for the sprite sheet data.
|
|
* @param frameWidth {number} Width of animation frame.
|
|
* @param frameHeight {number} Height of animation frame.
|
|
* @param frameMax {number} Number of animation frames.
|
|
* @return {FrameData} Generated FrameData object.
|
|
*/
|
|
public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData {
|
|
|
|
// How big is our image?
|
|
|
|
var img = game.cache.getImage(key);
|
|
|
|
if (img == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var width = img.width;
|
|
var height = img.height;
|
|
|
|
var row = Math.round(width / frameWidth);
|
|
var column = Math.round(height / frameHeight);
|
|
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)
|
|
{
|
|
throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
|
|
return null;
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data: FrameData = new FrameData();
|
|
|
|
var x = 0;
|
|
var y = 0;
|
|
|
|
for (var i = 0; i < total; i++)
|
|
{
|
|
data.addFrame(new Frame(x, y, frameWidth, frameHeight, ''));
|
|
|
|
x += frameWidth;
|
|
|
|
if (x === width)
|
|
{
|
|
x = 0;
|
|
y += frameHeight;
|
|
}
|
|
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
/**
|
|
* Parse frame datas from json.
|
|
* @param json {object} Json data you want to parse.
|
|
* @return {FrameData} Generated FrameData object.
|
|
*/
|
|
public static parseJSONData(game: Game, json): FrameData {
|
|
|
|
// Malformed?
|
|
if (!json['frames'])
|
|
{
|
|
console.log(json);
|
|
throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data: FrameData = new FrameData();
|
|
|
|
// By this stage frames is a fully parsed array
|
|
var frames = json['frames'];
|
|
var newFrame: Frame;
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
|
|
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;
|
|
|
|
}
|
|
|
|
public static parseXMLData(game: Game, xml, format: number): FrameData {
|
|
|
|
// Malformed?
|
|
if (!xml.getElementsByTagName('TextureAtlas'))
|
|
{
|
|
throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
|
|
}
|
|
|
|
// Let's create some frames then
|
|
var data: FrameData = new FrameData();
|
|
|
|
var frames = xml.getElementsByTagName('SubTexture');
|
|
|
|
var newFrame: Frame;
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
var frame = frames[i].attributes;
|
|
|
|
newFrame = data.addFrame(new Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue));
|
|
|
|
// Trimmed?
|
|
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
|
|
{
|
|
newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue);
|
|
}
|
|
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
}
|
|
|
|
} |