phaser/Phaser/system/animation/AnimationLoader.ts

127 lines
No EOL
3.8 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)
{
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 {
// Let's create some frames then
var data: FrameData = new FrameData();
// By this stage frames is a fully parsed array
var frames = json;
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 {
// 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;
}
}
}