phaser/v3/merge/gameobjects/components/LoadTexture.js
2016-11-23 00:17:46 +00:00

296 lines
9.5 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The LoadTexture component manages the loading of a texture into the Game Object and the changing of frames.
*
* @class
*/
Phaser.Component.LoadTexture = function () {};
Phaser.Component.LoadTexture.prototype = {
/**
* @property {boolean} customRender - Does this texture require a custom render call? (as set by BitmapData, Video, etc)
* @private
*/
customRender: false,
/**
* @property {Phaser.Rectangle} _frame - Internal cache var.
* @private
*/
_frame: null,
/**
* Changes the base texture the Game Object is using. The old texture is removed and the new one is referenced or fetched from the Cache.
*
* If your Game Object is using a frame from a texture atlas and you just wish to change to another frame, then see the `frame` or `frameName` properties instead.
*
* You should only use `loadTexture` if you want to replace the base texture entirely.
*
* Calling this method causes a WebGL texture update, so use sparingly or in low-intensity portions of your game, or if you know the new texture is already on the GPU.
*
* You can use the new const `Phaser.PENDING_ATLAS` as the texture key for any sprite.
* Doing this then sets the key to be the `frame` argument (the frame is set to zero).
*
* This allows you to create sprites using `load.image` during development, and then change them
* to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS'
* and swapping it to be the key of the atlas data.
*
* Note: You cannot use a RenderTexture as a texture for a TileSprite.
*
* @method
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|Phaser.Video|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache Image entry, or an instance of a RenderTexture, BitmapData, Video or PIXI.Texture.
* @param {string|number} [frame] - If this Sprite is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
* @param {boolean} [stopAnimation=true] - If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.
*/
loadTexture: function (key, frame, stopAnimation) {
if (key === Phaser.PENDING_ATLAS)
{
key = frame;
frame = 0;
}
else
{
frame = frame || 0;
}
if ((stopAnimation || stopAnimation === undefined) && this.animations)
{
this.animations.stop();
}
this.key = key;
this.customRender = false;
var cache = this.game.cache;
var setFrame = true;
var smoothed = !this.texture.baseTexture.scaleMode;
if (Phaser.RenderTexture && key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
}
else if (Phaser.BitmapData && key instanceof Phaser.BitmapData)
{
this.customRender = true;
this.setTexture(key.texture);
if (cache.hasFrameData(key.key, Phaser.Cache.BITMAPDATA))
{
setFrame = !this.animations.loadFrameData(cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame);
}
else
{
setFrame = !this.animations.loadFrameData(key.frameData, 0);
}
}
else if (Phaser.Video && key instanceof Phaser.Video)
{
this.customRender = true;
// This works from a reference, which probably isn't what we need here
var valid = key.texture.valid;
this.setTexture(key.texture);
this.setFrame(key.texture.frame.clone());
key.onChangeSource.add(this.resizeFrame, this);
this.texture.valid = valid;
}
else if (Phaser.Tilemap && key instanceof Phaser.TilemapLayer)
{
// this.customRender = true;
this.setTexture(PIXI.Texture.fromCanvas(key.canvas));
}
else if (key instanceof PIXI.Texture)
{
this.setTexture(key);
}
else
{
var img = cache.getImage(key, true);
this.key = img.key;
this.setTexture(new PIXI.Texture(img.base));
if (key === '__default')
{
this.texture.baseTexture.skipRender = true;
}
else
{
this.texture.baseTexture.skipRender = false;
}
setFrame = !this.animations.loadFrameData(img.frameData, frame);
}
if (setFrame)
{
this._frame = Phaser.Rectangle.clone(this.texture.frame);
}
if (!smoothed)
{
this.texture.baseTexture.scaleMode = 1;
}
},
/**
* Sets the texture frame the Game Object uses for rendering.
*
* This is primarily an internal method used by `loadTexture`, but is exposed for the use of plugins and custom classes.
*
* @method
* @param {Phaser.Frame} frame - The Frame to be used by the texture.
*/
setFrame: function (frame) {
this._frame = frame;
this.texture.frame.x = frame.x;
this.texture.frame.y = frame.y;
this.texture.frame.width = frame.width;
this.texture.frame.height = frame.height;
this.texture.crop.x = frame.x;
this.texture.crop.y = frame.y;
this.texture.crop.width = frame.width;
this.texture.crop.height = frame.height;
if (frame.trimmed)
{
if (this.texture.trim)
{
this.texture.trim.x = frame.spriteSourceSizeX;
this.texture.trim.y = frame.spriteSourceSizeY;
this.texture.trim.width = frame.sourceSizeW;
this.texture.trim.height = frame.sourceSizeH;
}
else
{
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
}
this.texture.width = frame.sourceSizeW;
this.texture.height = frame.sourceSizeH;
this.texture.frame.width = frame.sourceSizeW;
this.texture.frame.height = frame.sourceSizeH;
}
else if (!frame.trimmed && this.texture.trim)
{
this.texture.trim = null;
}
if (frame.rotated)
{
this.texture.rotated = true;
}
if (this.cropRect)
{
this.updateCrop();
}
this.texture.requiresReTint = true;
this.texture._updateUvs();
if (this.tilingTexture)
{
this.refreshTexture = true;
}
},
/**
* Resizes the Frame dimensions that the Game Object uses for rendering.
*
* You shouldn't normally need to ever call this, but in the case of special texture types such as Video or BitmapData
* it can be useful to adjust the dimensions directly in this way.
*
* @method
* @param {object} parent - The parent texture object that caused the resize, i.e. a Phaser.Video object.
* @param {integer} width - The new width of the texture.
* @param {integer} height - The new height of the texture.
*/
resizeFrame: function (parent, width, height) {
this.texture.frame.resize(width, height);
this.texture.setFrame(this.texture.frame);
},
/**
* Resets the texture frame dimensions that the Game Object uses for rendering.
*
* @method
*/
resetFrame: function () {
if (this._frame)
{
this.setFrame(this._frame);
}
},
/**
* Gets or sets the current frame index of the texture being used to render this Game Object.
*
* To change the frame set `frame` to the index of the new frame in the sprite sheet you wish this Game Object to use,
* for example: `player.frame = 4`.
*
* If the frame index given doesn't exist it will revert to the first frame found in the texture.
*
* If you are using a texture atlas then you should use the `frameName` property instead.
*
* If you wish to fully replace the texture being used see `loadTexture`.
* @property {integer} frame
*/
frame: {
get: function () {
return this.animations.frame;
},
set: function (value) {
this.animations.frame = value;
}
},
/**
* Gets or sets the current frame name of the texture being used to render this Game Object.
*
* To change the frame set `frameName` to the name of the new frame in the texture atlas you wish this Game Object to use,
* for example: `player.frameName = "idle"`.
*
* If the frame name given doesn't exist it will revert to the first frame found in the texture and throw a console warning.
*
* If you are using a sprite sheet then you should use the `frame` property instead.
*
* If you wish to fully replace the texture being used see `loadTexture`.
* @property {string} frameName
*/
frameName: {
get: function () {
return this.animations.frameName;
},
set: function (value) {
this.animations.frameName = value;
}
}
};