mirror of
https://github.com/wassname/phaser.git
synced 2026-09-11 12:31:29 +08:00
Preparing for new release
This commit is contained in:
@@ -1,83 +1,86 @@
|
||||
/// <reference path="../../Game.ts" />
|
||||
/// <reference path="../../Sprite.ts" />
|
||||
/// <reference path="Animation.ts" />
|
||||
/// <reference path="Frame.ts" />
|
||||
/// <reference path="FrameData.ts" />
|
||||
|
||||
class AnimationLoader {
|
||||
/**
|
||||
* Phaser
|
||||
*/
|
||||
|
||||
public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax:number): FrameData {
|
||||
module Phaser {
|
||||
|
||||
// How big is our image?
|
||||
export class AnimationLoader {
|
||||
|
||||
var img = game.cache.getImage(key);
|
||||
public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData {
|
||||
|
||||
if (img == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
// How big is our image?
|
||||
|
||||
var width = img.width;
|
||||
var height = img.height;
|
||||
var img = game.cache.getImage(key);
|
||||
|
||||
var row = Math.round(width / frameWidth);
|
||||
var column = Math.round(height / frameHeight);
|
||||
var total = row * column;
|
||||
|
||||
if (frameMax !== -1)
|
||||
{
|
||||
total = frameMax;
|
||||
}
|
||||
|
||||
// Zero or smaller than frame sizes?
|
||||
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data: FrameData = new FrameData();
|
||||
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
|
||||
for (var i = 0; i < total; i++)
|
||||
{
|
||||
data.addFrame(new Frame(x, y, frameWidth, frameHeight, ''));
|
||||
|
||||
x += frameWidth;
|
||||
|
||||
if (x === width)
|
||||
if (img == null)
|
||||
{
|
||||
x = 0;
|
||||
y += frameHeight;
|
||||
return null;
|
||||
}
|
||||
|
||||
var width = img.width;
|
||||
var height = img.height;
|
||||
|
||||
var row = Math.round(width / frameWidth);
|
||||
var column = Math.round(height / frameHeight);
|
||||
var total = row * column;
|
||||
|
||||
if (frameMax !== -1)
|
||||
{
|
||||
total = frameMax;
|
||||
}
|
||||
|
||||
// Zero or smaller than frame sizes?
|
||||
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data: FrameData = new FrameData();
|
||||
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
|
||||
for (var i = 0; i < total; i++)
|
||||
{
|
||||
data.addFrame(new Frame(x, y, frameWidth, frameHeight, ''));
|
||||
|
||||
x += frameWidth;
|
||||
|
||||
if (x === width)
|
||||
{
|
||||
x = 0;
|
||||
y += frameHeight;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
return data;
|
||||
public static parseJSONData(game: Game, json): FrameData {
|
||||
|
||||
// Let's create some frames then
|
||||
var data: FrameData = new FrameData();
|
||||
|
||||
// By this stage frames is a fully parsed array
|
||||
var frames = json;
|
||||
|
||||
var newFrame: Frame;
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
|
||||
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);
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static parseJSONData(game: Game, json): FrameData {
|
||||
|
||||
// Let's create some frames then
|
||||
var data: FrameData = new FrameData();
|
||||
|
||||
// By this stage frames is a fully parsed array
|
||||
var frames = json;
|
||||
|
||||
var newFrame:Frame;
|
||||
|
||||
for (var i = 0; i < frames.length; i++)
|
||||
{
|
||||
newFrame = data.addFrame(new Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
|
||||
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);
|
||||
}
|
||||
|
||||
return data;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user