mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 12:33:38 +00:00
117 lines
4.3 KiB
JavaScript
117 lines
4.3 KiB
JavaScript
/// <reference path="../_definitions.ts" />
|
|
/**
|
|
* Phaser - AnimationLoader
|
|
*
|
|
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
|
*/
|
|
var Phaser;
|
|
(function (Phaser) {
|
|
var AnimationLoader = (function () {
|
|
function AnimationLoader() {
|
|
}
|
|
AnimationLoader.parseSpriteSheet = /**
|
|
* 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.
|
|
*/
|
|
function (game, key, frameWidth, frameHeight, frameMax) {
|
|
// 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;
|
|
}
|
|
|
|
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 = new Phaser.FrameData();
|
|
|
|
var x = 0;
|
|
var y = 0;
|
|
|
|
for (var i = 0; i < total; i++) {
|
|
data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, ''));
|
|
|
|
x += frameWidth;
|
|
|
|
if (x === width) {
|
|
x = 0;
|
|
y += frameHeight;
|
|
}
|
|
}
|
|
|
|
return data;
|
|
};
|
|
|
|
AnimationLoader.parseJSONData = /**
|
|
* Parse frame datas from json.
|
|
* @param json {object} Json data you want to parse.
|
|
* @return {FrameData} Generated FrameData object.
|
|
*/
|
|
function (game, json) {
|
|
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 = 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++) {
|
|
newFrame = data.addFrame(new Phaser.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;
|
|
};
|
|
|
|
AnimationLoader.parseXMLData = function (game, xml, format) {
|
|
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 = new Phaser.FrameData();
|
|
|
|
var frames = xml.getElementsByTagName('SubTexture');
|
|
|
|
var newFrame;
|
|
|
|
for (var i = 0; i < frames.length; i++) {
|
|
var frame = frames[i].attributes;
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue));
|
|
|
|
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;
|
|
};
|
|
return AnimationLoader;
|
|
})();
|
|
Phaser.AnimationLoader = AnimationLoader;
|
|
})(Phaser || (Phaser = {}));
|