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SpriteSheet.ts
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SpriteSheet.ts
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import { Sprite, SpriteArgs } from './Sprite';
import { Animation } from './Animation';
import { Color } from './Color';
import * as Effects from './SpriteEffects';
import { Texture } from '../Resources/Texture';
import { Engine } from '../Engine';
import { Logger } from '../Util/Log';
import { TextAlign, BaseAlign } from '../Label';
import { Configurable } from '../Configurable';
/**
* @hidden
*/
export class SpriteSheetImpl {
public sprites: Sprite[] = [];
public image: Texture = null;
public columns: number = 0;
public rows: number = 0;
public spWidth: number = 0;
public spHeight: number = 0;
public spacing: number = 0;
/**
* @param image The backing image texture to build the SpriteSheet
* @param columns The number of columns in the image texture
* @param rows The number of rows in the image texture
* @param spWidth The width of each individual sprite in pixels
* @param spHeight The height of each individual sprite in pixels
* @param spacing The spacing between every sprite in a spritesheet
*/
constructor(
imageOrConfigOrSprites: Texture | SpriteSheetArgs | Sprite[],
columns?: number,
rows?: number,
spWidth?: number,
spHeight?: number,
spacing?: number
) {
let loadFromImage: boolean = false;
if (imageOrConfigOrSprites instanceof Array) {
this.sprites = imageOrConfigOrSprites;
} else {
if (imageOrConfigOrSprites && !(imageOrConfigOrSprites instanceof Texture)) {
this.columns = imageOrConfigOrSprites.columns;
this.rows = imageOrConfigOrSprites.rows;
this.spWidth = imageOrConfigOrSprites.spWidth;
this.spHeight = imageOrConfigOrSprites.spHeight;
this.image = imageOrConfigOrSprites.image;
this.spacing = imageOrConfigOrSprites.spacing || 0;
} else {
this.image = <Texture>imageOrConfigOrSprites;
this.columns = columns;
this.rows = rows;
this.spWidth = spWidth;
this.spHeight = spHeight;
this.spacing = spacing || 0;
}
this.sprites = new Array(this.columns * this.rows);
loadFromImage = true;
}
// Inspect actual image dimensions with preloading
if (this.image instanceof Texture) {
let isWidthError: boolean = false;
let isHeightError: boolean = false;
this.image.loaded.then((image: HTMLImageElement) => {
isWidthError = this.spWidth * this.columns > image.naturalWidth;
isHeightError = this.spHeight * this.rows > image.naturalHeight;
});
if (isWidthError) {
throw new RangeError(
`SpriteSheet specified is wider, ` +
`${this.columns} cols x ${this.spWidth} pixels > ${this.image.image.naturalWidth} ` +
`pixels than image width`
);
}
if (isHeightError) {
throw new RangeError(
`SpriteSheet specified is taller, ` +
`${this.rows} rows x ${this.spHeight} pixels > ${this.image.image.naturalHeight} ` +
`pixels than image height`
);
}
}
if (loadFromImage) {
for (let i = 0; i < this.rows; i++) {
for (let j = 0; j < this.columns; j++) {
this.sprites[j + i * this.columns] = new Sprite(
this.image,
j * this.spWidth + this.spacing * j + this.spacing,
i * this.spHeight + this.spacing * i + this.spacing,
this.spWidth,
this.spHeight
);
}
}
}
}
/**
* Create an animation from the this SpriteSheet by listing out the
* sprite indices. Sprites are organized in row major order in the SpriteSheet.
* @param engine Reference to the current game [[Engine]]
* @param indices An array of sprite indices to use in the animation
* @param speed The number in milliseconds to display each frame in the animation
*/
public getAnimationByIndices(engine: Engine, indices: number[], speed: number) {
let images: Sprite[] = indices.map((index) => {
return this.sprites[index];
});
images = images.map(function(i) {
return i.clone();
});
return new Animation(engine, images, speed);
}
/**
* Create an animation from the this SpriteSheet by specifying the range of
* images with the beginning (inclusive) and ending (exclusive) index
* For example `getAnimationBetween(engine, 0, 5, 200)` returns an animation with 5 frames.
* @param engine Reference to the current game Engine
* @param beginIndex The index to start taking frames (inclusive)
* @param endIndex The index to stop taking frames (exclusive)
* @param speed The number in milliseconds to display each frame in the animation
*/
public getAnimationBetween(engine: Engine, beginIndex: number, endIndex: number, speed: number) {
let images = this.sprites.slice(beginIndex, endIndex);
images = images.map(function(i) {
return i.clone();
});
return new Animation(engine, images, speed);
}
/**
* Treat the entire SpriteSheet as one animation, organizing the frames in
* row major order.
* @param engine Reference to the current game [[Engine]]
* @param speed The number in milliseconds to display each frame the animation
*/
public getAnimationForAll(engine: Engine, speed: number) {
const sprites = this.sprites.map(function(i) {
return i.clone();
});
return new Animation(engine, sprites, speed);
}
/**
* Retrieve a specific sprite from the SpriteSheet by its index. Sprites are organized
* in row major order in the SpriteSheet.
* @param index The index of the sprite
*/
public getSprite(index: number): Sprite {
if (index >= 0 && index < this.sprites.length) {
return this.sprites[index];
} else {
throw new Error('Invalid index: ' + index);
}
}
/**
* Get an animation with bespoke sprite coordinates. This is useful if the SpriteSheet is
* packed and not a uniform width or height. The resulting [[Animation]] will have the height and width of the
* largest dimension (width, height) from among the sprite coordinates
* @param engine
* @param spriteCoordinates
* @param speed
*/
public getAnimationByCoords(engine: Engine, spriteCoordinates: SpriteArgs[], speed: number): Animation {
let maxWidth: number = 0;
let maxHeight: number = 0;
const sprites: Sprite[] = new Array(spriteCoordinates.length);
for (let i = 0; i < spriteCoordinates.length; i++) {
const coord = spriteCoordinates[i];
// no need to pass image again if using a spritesheet
coord.image = coord.image || this.image;
maxWidth = Math.max(maxWidth, coord.drawWidth);
maxHeight = Math.max(maxHeight, coord.drawHeight);
sprites[i] = new Sprite(coord);
}
const anim = new Animation(engine, sprites, speed);
anim.drawWidth = maxWidth;
anim.drawHeight = maxHeight;
return anim;
}
}
/**
* [[include:Constructors.md]]
*/
export interface SpriteSheetArgs extends Partial<SpriteSheetImpl> {
image: Texture;
sprites?: Sprite[];
spWidth: number;
spHeight: number;
rows: number;
columns: number;
spacing?: number;
}
/**
* Sprite sheets are a useful mechanism for slicing up image resources into
* separate sprites or for generating in game animations. [[Sprite|Sprites]] are organized
* in row major order in the [[SpriteSheet]].
*
* [[include:SpriteSheets.md]]
*/
export class SpriteSheet extends Configurable(SpriteSheetImpl) {
constructor(config: SpriteSheetArgs);
constructor(sprites: Sprite[]);
constructor(image: Texture, columns: number, rows: number, spWidth: number, spHeight: number);
constructor(
imageOrConfigOrSprites: Texture | SpriteSheetArgs | Sprite[],
columns?: number,
rows?: number,
spWidth?: number,
spHeight?: number,
spacing?: number
) {
super(imageOrConfigOrSprites, columns, rows, spWidth, spHeight, spacing);
}
}
export class SpriteFontImpl extends SpriteSheet {
private _currentColor: Color = Color.Black;
private _currentOpacity: Number = 1.0;
private _sprites: { [key: string]: Sprite } = {};
// text shadow
private _textShadowOn: boolean = false;
private _textShadowDirty: boolean = true;
private _textShadowColor: Color = Color.Black;
private _textShadowSprites: { [key: string]: Sprite } = {};
private _shadowOffsetX: number = 5;
private _shadowOffsetY: number = 5;
private _alphabet: string;
private _caseInsensitive: boolean;
/**
* @param image The backing image texture to build the SpriteFont
* @param alphabet A string representing all the characters in the image, in row major order.
* @param caseInsensitive Indicate whether this font takes case into account
* @param columns The number of columns of characters in the image
* @param rows The number of rows of characters in the image
* @param spWidth The width of each character in pixels
* @param spHeight The height of each character in pixels
*/
constructor(
imageOrConfig: Texture | SpriteFontArgs,
alphabet: string,
caseInsensitive: boolean,
columns: number,
rows: number,
spWidth: number,
spHeight: number,
spacing?: number
) {
super(
imageOrConfig instanceof Texture ?
{
image: imageOrConfig,
spWidth: spWidth,
spHeight: spHeight,
rows: rows,
columns: columns,
spacing: spacing || 0
}
: imageOrConfig
);
if (imageOrConfig && !(imageOrConfig instanceof Texture)) {
alphabet = imageOrConfig.alphabet;
caseInsensitive = imageOrConfig.caseInsensitive;
}
this._alphabet = alphabet;
this._caseInsensitive = caseInsensitive;
this._sprites = this.getTextSprites();
}
/**
* Returns a dictionary that maps each character in the alphabet to the appropriate [[Sprite]].
*/
public getTextSprites(): { [key: string]: Sprite } {
const lookup: { [key: string]: Sprite } = {};
for (let i = 0; i < this._alphabet.length; i++) {
let char = this._alphabet[i];
if (this._caseInsensitive) {
char = char.toLowerCase();
}
lookup[char] = this.sprites[i].clone();
}
return lookup;
}
/**
* Sets the text shadow for sprite fonts
* @param offsetX The x offset in pixels to place the shadow
* @param offsetY The y offset in pixels to place the shadow
* @param shadowColor The color of the text shadow
*/
public setTextShadow(offsetX: number, offsetY: number, shadowColor: Color) {
this._textShadowOn = true;
this._shadowOffsetX = offsetX;
this._shadowOffsetY = offsetY;
this._textShadowColor = shadowColor.clone();
this._textShadowDirty = true;
for (const character in this._sprites) {
this._textShadowSprites[character] = this._sprites[character].clone();
}
}
/**
* Toggles text shadows on or off
*/
public useTextShadow(on: boolean) {
this._textShadowOn = on;
if (on) {
this.setTextShadow(5, 5, this._textShadowColor);
}
}
/**
* Draws the current sprite font
*/
public draw(ctx: CanvasRenderingContext2D, text: string, x: number, y: number, options: SpriteFontOptions) {
options = this._parseOptions(options);
if (this._currentColor.toString() !== options.color.toString() || this._currentOpacity !== options.opacity) {
this._currentOpacity = options.opacity;
this._currentColor = options.color;
for (const char in this._sprites) {
this._sprites[char].clearEffects();
this._sprites[char].fill(options.color);
this._sprites[char].opacity(options.opacity);
}
}
if (this._textShadowOn && this._textShadowDirty && this._textShadowColor) {
for (const characterShadow in this._textShadowSprites) {
this._textShadowSprites[characterShadow].clearEffects();
this._textShadowSprites[characterShadow].addEffect(new Effects.Fill(this._textShadowColor.clone()));
}
this._textShadowDirty = false;
}
// find the current length of text in pixels
const sprite = this.sprites[0];
// find the current height fo the text in pixels
const height = sprite.drawHeight;
// calculate appropriate scale for font size
const scale = options.fontSize / height;
const length = text.length * sprite.drawWidth * scale + text.length * options.letterSpacing;
let currX = x;
if (options.textAlign === TextAlign.Left || options.textAlign === TextAlign.Start) {
currX = x;
} else if (options.textAlign === TextAlign.Right || options.textAlign === TextAlign.End) {
currX = x - length;
} else if (options.textAlign === TextAlign.Center) {
currX = x - length / 2;
}
let currY = y - height * scale;
if (options.baseAlign === BaseAlign.Top || options.baseAlign === BaseAlign.Hanging) {
currY = y;
} else if (
options.baseAlign === BaseAlign.Ideographic ||
options.baseAlign === BaseAlign.Bottom ||
options.baseAlign === BaseAlign.Alphabetic
) {
currY = y - height * scale;
} else if (options.baseAlign === BaseAlign.Middle) {
currY = y - (height * scale) / 2;
}
for (let i = 0; i < text.length; i++) {
let character = text[i];
if (this._caseInsensitive) {
character = character.toLowerCase();
}
try {
// if text shadow
if (this._textShadowOn) {
this._textShadowSprites[character].scale.x = scale;
this._textShadowSprites[character].scale.y = scale;
this._textShadowSprites[character].draw(ctx, currX + this._shadowOffsetX, currY + this._shadowOffsetY);
}
const charSprite = this._sprites[character];
charSprite.scale.x = scale;
charSprite.scale.y = scale;
charSprite.draw(ctx, currX, currY);
currX += charSprite.drawWidth + options.letterSpacing;
} catch (e) {
Logger.getInstance().error(`SpriteFont Error drawing char ${character}`);
}
}
}
private _parseOptions(options: SpriteFontOptions): SpriteFontOptions {
return {
fontSize: options.fontSize || 10,
letterSpacing: options.letterSpacing || 0,
color: options.color || Color.Black,
textAlign: typeof options.textAlign === undefined ? TextAlign.Left : options.textAlign,
baseAlign: typeof options.baseAlign === undefined ? BaseAlign.Bottom : options.baseAlign,
maxWidth: options.maxWidth || -1,
opacity: options.opacity || 0
};
}
}
/**
* Specify various font attributes for sprite fonts
*/
export interface SpriteFontOptions {
color?: Color;
opacity?: number;
fontSize?: number;
letterSpacing?: number;
textAlign?: TextAlign;
baseAlign?: BaseAlign;
maxWidth?: number;
}
/**
* [[include:Constructors.md]]
*/
export interface SpriteFontArgs extends SpriteSheetArgs {
image: Texture;
columns: number;
rows: number;
spWidth: number;
spHeight: number;
alphabet: string;
caseInsensitive: boolean;
}
/**
* Sprite fonts are a used in conjunction with a [[Label]] to specify
* a particular bitmap as a font. Note that some font features are not
* supported by Sprite fonts.
*
* [[include:SpriteFonts.md]]
*/
export class SpriteFont extends Configurable(SpriteFontImpl) {
constructor(config: SpriteFontArgs);
constructor(image: Texture, alphabet: string, caseInsensitive: boolean, columns: number, rows: number, spWidth: number, spHeight: number);
constructor(
imageOrConfig: Texture | SpriteFontArgs,
alphabet?: string,
caseInsensitive?: boolean,
columns?: number,
rows?: number,
spWidth?: number,
spHeight?: number,
spacing?: number
) {
super(imageOrConfig, alphabet, caseInsensitive, columns, rows, spWidth, spHeight, spacing);
}
}