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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ /** * Parses an XML Texture Atlas object and adds all the Frames into a Texture. * * @function Phaser.Textures.Parsers.AtlasXML * @memberof Phaser.Textures.Parsers * @private * @since 3.7.0 * * @param {Phaser.Textures.Texture} texture - The Texture to add the Frames to. * @param {number} sourceIndex - The index of the TextureSource. * @param {*} xml - The XML data. * * @return {Phaser.Textures.Texture} The Texture modified by this parser. */ var AtlasXML = function (texture, sourceIndex, xml) { // Malformed? if (!xml.getElementsByTagName('TextureAtlas')) { console.warn('Invalid Texture Atlas XML given'); return; } // Add in a __BASE entry (for the entire atlas) var source = texture.source[sourceIndex]; texture.add('__BASE', sourceIndex, 0, 0, source.width, source.height); // By this stage frames is a fully parsed array var frames = xml.getElementsByTagName('SubTexture'); var newFrame; for (var i = 0; i < frames.length; i++) { var frame = frames[i].attributes; var name = frame.name.value; var x = parseInt(frame.x.value, 10); var y = parseInt(frame.y.value, 10); var width = parseInt(frame.width.value, 10); var height = parseInt(frame.height.value, 10); // The frame values are the exact coordinates to cut the frame out of the atlas from newFrame = texture.add(name, sourceIndex, x, y, width, height); // These are the original (non-trimmed) sprite values if (frame.frameX) { var frameX = Math.abs(parseInt(frame.frameX.value, 10)); var frameY = Math.abs(parseInt(frame.frameY.value, 10)); var frameWidth = parseInt(frame.frameWidth.value, 10); var frameHeight = parseInt(frame.frameHeight.value, 10); newFrame.setTrim( width, height, frameX, frameY, frameWidth, frameHeight ); } } return texture; }; module.exports = AtlasXML;