phaser-ce
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Phaser CE (Community Edition) is a fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.
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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.
*
* @see Phaser.Loader#spritesheet
*/
spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
{
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
if (skipFrames === undefined) { skipFrames = 0; }
var img = key;
if (typeof key === 'string')
{
img = game.cache.getImage(key);
}
else
{
key = img.name;
}
if (img === null)
{
return null;
}
if (frameWidth <= 0 || frameHeight <= 0)
{
console.error('Spritesheet "%s": frameWidth (%s) and frameHeight (%s) values must be positive', key, frameWidth, frameHeight);
return null;
}
var width = img.width;
var height = img.height;
if (width === 0 || height === 0)
{
console.error('Spritesheet "%s": Texture width (%s) or height (%s) is zero', key, width, height);
return null;
}
if (width < frameWidth || height < frameHeight)
{
console.error('Spritesheet "%s": Texture width (%s) or height (%s) is less than the given frameWidth (%s) or frameHeight (%s)', key, width, height, frameWidth, frameHeight);
return null;
}
var row = Math.floor((width - margin) / (frameWidth + spacing));
var column = Math.floor((height - margin) / (frameHeight + spacing));
var total = row * column;
var totalAvailable = total;
var lastAvailable = total - 1;
var firstFrame = 0;
var lastFrame = lastAvailable;
if (skipFrames > total || skipFrames < -total)
{
console.error('Spritesheet "%s": skipFrames=%s is larger than the frame total %s', key, skipFrames, total);
return null;
}
if (frameMax > -1)
{
total = frameMax;
lastFrame = total - 1;
}
if (row < 1)
{
console.warn(
'Spritesheet "%s": Texture has width %d, but it should be at least %d (frameWidth=%s, margin=%s, spacing=%s)',
key, width, frameWidth + margin + spacing, frameWidth, margin, spacing
);
}
if (column < 1)
{
console.warn(
'Spritesheet "%s": Texture has height %d, but it should be at least %d (frameHeight=%s, margin=%s, spacing=%s)',
key, height, frameHeight + margin + spacing, frameHeight, margin, spacing
);
}
if (totalAvailable === 0)
{
console.error('Spritesheet "%s": zero frames were produced', key);
return null;
}
if (skipFrames > 0)
{
// Offset from start
firstFrame = skipFrames;
total = Math.min(total, totalAvailable - skipFrames);
lastFrame = firstFrame + total - 1;
}
else if (skipFrames < 0)
{
// Offset from end
lastFrame = lastAvailable + skipFrames;
total = Math.min(total, totalAvailable + skipFrames);
firstFrame = lastFrame - total + 1;
}
if (firstFrame < 0)
{
console.error('Spritesheet "%s": There is no frame at index %s', key, firstFrame);
return null;
}
if (lastFrame > lastAvailable)
{
console.warn('Spritesheet "%s": There is no frame at index %s. Last frame found is index %s', key, lastFrame, lastAvailable);
return null;
}
// Let's create some frames then
var data = new Phaser.FrameData();
var x = margin;
var y = margin;
var frameIndex = 0;
for (var i = 0; i < totalAvailable; i++)
{
if (i > lastFrame)
{
break;
}
if (i >= firstFrame)
{
data.addFrame(new Phaser.Frame(frameIndex++, 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;
}
};