mirror of
https://github.com/photonstorm/phaser
synced 2024-12-29 22:43:08 +00:00
354 lines
11 KiB
JavaScript
354 lines
11 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}
|
|
*/
|
|
|
|
/**
|
|
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
|
*
|
|
* @class Phaser.AnimationParser
|
|
* @static
|
|
*/
|
|
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|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element.
|
|
* @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 extract 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.
|
|
* @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one image.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
|
|
|
|
var img = key;
|
|
|
|
if (typeof key === 'string')
|
|
{
|
|
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 (skipFrames > total || skipFrames < -total)
|
|
{
|
|
console.warn(
|
|
"Phaser.AnimationParser.spriteSheet: skipFrames = " +
|
|
skipFrames.toString() + " is larger than total sprite number " +
|
|
total.toString());
|
|
return null;
|
|
}
|
|
|
|
if (skipFrames < 0)
|
|
{
|
|
// Allow negative skipframes.
|
|
skipFrames = total + skipFrames;
|
|
}
|
|
|
|
if (frameMax !== -1)
|
|
{
|
|
total = skipFrames + frameMax;
|
|
}
|
|
|
|
// Zero or smaller than frame sizes?
|
|
if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
|
|
{
|
|
console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s 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++)
|
|
{
|
|
data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, ''));
|
|
|
|
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.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONData: function (game, json) {
|
|
|
|
// 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++)
|
|
{
|
|
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
|
|
));
|
|
|
|
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
|
|
);
|
|
}
|
|
|
|
if (frames[i].rotated)
|
|
{
|
|
newFrame.rotated = true;
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
},
|
|
|
|
/**
|
|
* Parse the JSON data and extract the animation frame data from it.
|
|
*
|
|
* @method Phaser.AnimationParser.JSONDataPyxel
|
|
* @param {Phaser.Game} game - A reference to the currently running game.
|
|
* @param {object} json - The JSON data from the Texture Atlas. Must be in Pyxel JSON format.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONDataPyxel: function (game, json) {
|
|
|
|
// Malformed? There are a few keys to check here.
|
|
var signature = ['layers', 'tilewidth','tileheight','tileswide', 'tileshigh'];
|
|
|
|
signature.forEach( function(key) {
|
|
if (!json[key])
|
|
{
|
|
console.warn('Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing "' + key + '" key.');
|
|
console.log(json);
|
|
return;
|
|
}
|
|
});
|
|
|
|
// For this purpose, I only care about parsing tilemaps with a single layer.
|
|
if (json['layers'].length !== 1)
|
|
{
|
|
console.warn('Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps.');
|
|
console.log(json);
|
|
return;
|
|
}
|
|
|
|
var data = new Phaser.FrameData();
|
|
|
|
var tileheight = json['tileheight'];
|
|
var tilewidth = json['tilewidth'];
|
|
|
|
var frames = json['layers'][0]['tiles'];
|
|
var newFrame;
|
|
|
|
for (var i = 0; i < frames.length; i++)
|
|
{
|
|
newFrame = data.addFrame(new Phaser.Frame(
|
|
i,
|
|
frames[i].x,
|
|
frames[i].y,
|
|
tilewidth,
|
|
tileheight,
|
|
"frame_" + i // No names are included in pyxel tilemap data.
|
|
));
|
|
|
|
// No trim data is included.
|
|
newFrame.setTrim(false);
|
|
}
|
|
|
|
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.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
JSONDataHash: function (game, json) {
|
|
|
|
// 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)
|
|
{
|
|
newFrame = data.addFrame(new Phaser.Frame(
|
|
i,
|
|
frames[key].frame.x,
|
|
frames[key].frame.y,
|
|
frames[key].frame.w,
|
|
frames[key].frame.h,
|
|
key
|
|
));
|
|
|
|
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
|
|
);
|
|
}
|
|
|
|
if (frames[key].rotated)
|
|
{
|
|
newFrame.rotated = true;
|
|
}
|
|
|
|
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.
|
|
* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
|
|
*/
|
|
XMLData: function (game, xml) {
|
|
|
|
// 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 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++)
|
|
{
|
|
frame = frames[i].attributes;
|
|
|
|
name = frame.name.value;
|
|
x = parseInt(frame.x.value, 10);
|
|
y = parseInt(frame.y.value, 10);
|
|
width = parseInt(frame.width.value, 10);
|
|
height = parseInt(frame.height.value, 10);
|
|
|
|
frameX = null;
|
|
frameY = null;
|
|
|
|
if (frame.frameX)
|
|
{
|
|
frameX = Math.abs(parseInt(frame.frameX.value, 10));
|
|
frameY = Math.abs(parseInt(frame.frameY.value, 10));
|
|
frameWidth = parseInt(frame.frameWidth.value, 10);
|
|
frameHeight = parseInt(frame.frameHeight.value, 10);
|
|
}
|
|
|
|
newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name));
|
|
|
|
// Trimmed?
|
|
if (frameX !== null || frameY !== null)
|
|
{
|
|
newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
|
|
}
|
|
}
|
|
|
|
return data;
|
|
|
|
}
|
|
|
|
};
|