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When Phaser loads images they are now added to the PIXI.BaseTextureCache. Also when it loads atlas data (regardless of the 3 formats) they are converted into PIXI TextureCache entries using UUIDs to avoid name clashes and to support index based atlases.
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+27
-3
@@ -22,9 +22,33 @@
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function create() {
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var base = new PIXI.BaseTexture(game.cache.getImage('monsters'));
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var texture = new PIXI.Texture(base);
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bunny = new PIXI.Sprite(texture);
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//var texture = PIXI.TextureCache['skully.png'];
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// PIXI.BaseTextureCache['monsters'] = new PIXI.BaseTexture(game.cache.getImage('monsters'));
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// every image loaded should go into the BaseTextureCache, unique by URL (or maybe key)
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// var base = new PIXI.BaseTexture(game.cache.getImage('monsters'));
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// Every FRAME needs a PIXI.Texture, related to the base (the source image) and the frame data
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// var texture = new PIXI.Texture(base, { x: 0, y: 0, width: 100, height: 100 });
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// var texture2 = new PIXI.Texture(base, { x: 0, y: 0, width: 100, height: 300 });
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// PIXI.Sprite.fromFrame(key) pulls the texture from the TextureCache and returns a new Sprite made from it...
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// var texture = PIXI.TextureCache[frameId];
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// console.log(PIXI.TextureCache);
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// console.log(game.cache.getFrameData('monsters'));
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var frameData = game.cache.getFrameData('monsters');
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// bunny = new PIXI.Sprite(texture2);
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// bunny = PIXI.Sprite.fromFrame(frameData.getFrame(0).uuid);
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bunny = PIXI.Sprite.fromFrame(frameData.getFrameByName('skully.png').uuid);
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// bunny = PIXI.Sprite.fromImage('monsters');
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bunny.anchor.x = 0.5;
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bunny.anchor.y = 0.5;
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