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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} */ var Class = require('../../utils/Class'); var CONST = require('../const'); var FileTypesManager = require('../FileTypesManager'); var ImageFile = require('./ImageFile'); /** * @classdesc * A single Sprite Sheet Image File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#spritesheet method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#spritesheet. * * @class SpriteSheetFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. */ var SpriteSheetFile = new Class({ Extends: ImageFile, initialize: function SpriteSheetFile (loader, key, url, frameConfig, xhrSettings) { ImageFile.call(this, loader, key, url, xhrSettings, frameConfig); this.type = 'spritesheet'; }, /** * Adds this file to its target cache upon successful loading and processing. * * @method Phaser.Loader.FileTypes.SpriteSheetFile#addToCache * @since 3.7.0 */ addToCache: function () { // Check if we have a linked normal map var linkFile = this.linkFile; if (linkFile) { // We do, but has it loaded? if (linkFile.state >= CONST.FILE_COMPLETE) { // Both files have loaded if (this.type === 'normalMap') { // linkFile.data = Image // this.data = Normal Map this.cache.addSpriteSheet(this.key, linkFile.data, this.config, this.data); } else { // linkFile.data = Normal Map // this.data = Image this.cache.addSpriteSheet(this.key, this.data, this.config, linkFile.data); } } // Nothing to do here, we'll use the linkFile `addToCache` call // to process this pair } else { this.cache.addSpriteSheet(this.key, this.data, this.config); } } }); /** * Adds a Sprite Sheet Image, or array of Sprite Sheet Images, to the current load queue. * * The term 'Sprite Sheet' in Phaser means a fixed-size sheet. Where every frame in the sheet is the exact same size, * and you reference those frames using numbers, not frame names. This is not the same thing as a Texture Atlas, where * the frames are packed in a way where they take up the least amount of space, and are referenced by their names, * not numbers. Some articles and software use the term 'Sprite Sheet' to mean Texture Atlas, so please be aware of * what sort of file you're actually trying to load. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.spritesheet('bot', 'images/robot.png', { frameWidth: 32, frameHeight: 38 }); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. * If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback * of animated gifs to Canvas elements. * * The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the Texture Manager. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the Texture Manager first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.spritesheet({ * key: 'bot', * url: 'images/robot.png', * frameConfig: { * frameWidth: 32, * frameHeight: 38, * startFrame: 0, * endFrame: 8 * } * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig` for more details. * * Once the file has finished loading you can use it as a texture for a Game Object by referencing its key: * * ```javascript * this.load.spritesheet('bot', 'images/robot.png', { frameWidth: 32, frameHeight: 38 }); * // and later in your game ... * this.add.image(x, y, 'bot', 0); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `PLAYER.` and the key was `Running` the final key will be `PLAYER.Running` and * this is what you would use to retrieve the image from the Texture Manager. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image, * then you can specify it by providing an array as the `url` where the second element is the normal map: * * ```javascript * this.load.spritesheet('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ], { frameWidth: 256, frameHeight: 80 }); * ``` * * Or, if you are using a config object use the `normalMap` property: * * ```javascript * this.load.spritesheet({ * key: 'logo', * url: 'images/AtariLogo.png', * normalMap: 'images/AtariLogo-n.png', * frameConfig: { * frameWidth: 256, * frameHeight: 80 * } * }); * ``` * * The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. * Normal maps are a WebGL only feature. * * Note: The ability to load this type of file will only be available if the Sprite Sheet File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#spritesheet * @fires Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig|Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. At a minimum it should have a `frameWidth` property. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {this} The Loader instance. */ FileTypesManager.register('spritesheet', function (key, url, frameConfig, xhrSettings) { if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { // If it's an array it has to be an array of Objects, so we get everything out of the 'key' object this.addFile(new SpriteSheetFile(this, key[i])); } } else { this.addFile(new SpriteSheetFile(this, key, url, frameConfig, xhrSettings)); } return this; }); module.exports = SpriteSheetFile;