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SpriteSheetFile.js
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SpriteSheetFile.js
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/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2024 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.js');
/**
* @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;