/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations. * * @class Phaser.AnimationParser * @static */ Phaser.AnimationParser = { /** * Parse a Sprite Sheet and extract the animation frame data from it. * * @method Phaser.AnimationParser.spriteSheet * @param {Phaser.Game} game - A reference to the currently running game. * @param {string|Image} key - The Game.Cache asset key of the Sprite Sheet image or an actual HTML Image element. * @param {number} frameWidth - The fixed width of each frame of the animation. * @param {number} frameHeight - The fixed height of each frame of the animation. * @param {number} [frameMax=-1] - The total number of animation frames to extract from the Sprite Sheet. The default value of -1 means "extract all frames". * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here. * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) { var img = key; if (typeof key === 'string') { img = game.cache.getImage(key); } if (img === null) { return null; } var width = img.width; var height = img.height; if (frameWidth <= 0) { frameWidth = Math.floor(-width / Math.min(-1, frameWidth)); } if (frameHeight <= 0) { frameHeight = Math.floor(-height / Math.min(-1, frameHeight)); } var row = Math.floor((width - margin) / (frameWidth + spacing)); var column = Math.floor((height - margin) / (frameHeight + spacing)); 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) { console.warn("Phaser.AnimationParser.spriteSheet: '" + key + "'s width/height zero or width/height < given frameWidth/frameHeight"); return null; } // Let's create some frames then var data = new Phaser.FrameData(); var x = margin; var y = margin; for (var i = 0; i < total; i++) { data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '')); x += frameWidth + spacing; if (x + frameWidth > width) { x = margin; y += frameHeight + spacing; } } return data; }, /** * Parse the JSON data and extract the animation frame data from it. * * @method Phaser.AnimationParser.JSONData * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} json - The JSON data from the Texture Atlas. Must be in Array format. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ JSONData: function (game, json) { // Malformed? if (!json['frames']) { console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array"); console.log(json); return; } // Let's create some frames then var data = new Phaser.FrameData(); // By this stage frames is a fully parsed array var frames = json['frames']; var newFrame; for (var i = 0; i < frames.length; i++) { newFrame = data.addFrame(new Phaser.Frame( i, frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename )); if (frames[i].trimmed) { 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; }, /** * Parse the JSON data and extract the animation frame data from it. * * @method Phaser.AnimationParser.JSONDataPyxel * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} json - The JSON data from the Texture Atlas. Must be in Pyxel JSON format. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ JSONDataPyxel: function (game, json) { // Malformed? There are a few keys to check here. var signature = ['layers', 'tilewidth','tileheight','tileswide', 'tileshigh']; signature.forEach( function(key) { if (!json[key]) { console.warn("Phaser.AnimationParser.JSONDataPyxel: Invalid Pyxel Tilemap JSON given, missing '" + key + "' key."); console.log(json); return; } }); // For this purpose, I only care about parsing tilemaps with a single layer. if(json['layers'].length != 1) { console.warn("Phaser.AnimationParser.JSONDataPyxel: Too many layers, this parser only supports flat Tilemaps."); console.log(json); return; } var data = new Phaser.FrameData(); var tileheight = json['tileheight']; var tilewidth = json['tilewidth']; var frames = json['layers'][0]['tiles']; var newFrame; for (var i = 0; i < frames.length; i++) { newFrame = data.addFrame(new Phaser.Frame( i, frames[i].x, frames[i].y, tilewidth, tileheight, "frame_" + i // No names are included in pyxel tilemap data. )); // No trim data is included. newFrame.setTrim(false); } return data; }, /** * Parse the JSON data and extract the animation frame data from it. * * @method Phaser.AnimationParser.JSONDataHash * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ JSONDataHash: function (game, json) { // Malformed? if (!json['frames']) { console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object"); console.log(json); return; } // Let's create some frames then var data = new Phaser.FrameData(); // By this stage frames is a fully parsed array var frames = json['frames']; var newFrame; var i = 0; for (var key in frames) { newFrame = data.addFrame(new Phaser.Frame( i, frames[key].frame.x, frames[key].frame.y, frames[key].frame.w, frames[key].frame.h, key )); if (frames[key].trimmed) { newFrame.setTrim( frames[key].trimmed, frames[key].sourceSize.w, frames[key].sourceSize.h, frames[key].spriteSourceSize.x, frames[key].spriteSourceSize.y, frames[key].spriteSourceSize.w, frames[key].spriteSourceSize.h ); } i++; } return data; }, /** * Parse the XML data and extract the animation frame data from it. * * @method Phaser.AnimationParser.XMLData * @param {Phaser.Game} game - A reference to the currently running game. * @param {object} xml - The XML data from the Texture Atlas. Must be in Starling XML format. * @return {Phaser.FrameData} A FrameData object containing the parsed frames. */ XMLData: function (game, xml) { // Malformed? if (!xml.getElementsByTagName('TextureAtlas')) { console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag"); return; } // Let's create some frames then var data = new Phaser.FrameData(); var frames = xml.getElementsByTagName('SubTexture'); var newFrame; var name; var frame; var x; var y; var width; var height; var frameX; var frameY; var frameWidth; var frameHeight; for (var i = 0; i < frames.length; i++) { frame = frames[i].attributes; name = frame.name.value; x = parseInt(frame.x.value, 10); y = parseInt(frame.y.value, 10); width = parseInt(frame.width.value, 10); height = parseInt(frame.height.value, 10); frameX = null; frameY = null; if (frame.frameX) { frameX = Math.abs(parseInt(frame.frameX.value, 10)); frameY = Math.abs(parseInt(frame.frameY.value, 10)); frameWidth = parseInt(frame.frameWidth.value, 10); frameHeight = parseInt(frame.frameHeight.value, 10); } newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name)); // Trimmed? if (frameX !== null || frameY !== null) { newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight); } } return data; } };