Bitmap Fonts added

Docs updated
This commit is contained in:
Mat Groves 2013-05-06 21:59:37 +01:00
parent ae98487b16
commit b378c1ab85
68 changed files with 12469 additions and 3614 deletions

View file

@ -45,12 +45,18 @@
<li><a href="..&#x2F;classes/BaseTexture.html">BaseTexture</a></li>
<li><a href="..&#x2F;classes/BitmapFontLoader.html">BitmapFontLoader</a></li>
<li><a href="..&#x2F;classes/BitmapText.html">BitmapText</a></li>
<li><a href="..&#x2F;classes/CanvasRenderer.html">CanvasRenderer</a></li>
<li><a href="..&#x2F;classes/DisplayObject.html">DisplayObject</a></li>
<li><a href="..&#x2F;classes/DisplayObjectContainer.html">DisplayObjectContainer</a></li>
<li><a href="..&#x2F;classes/ImageLoader.html">ImageLoader</a></li>
<li><a href="..&#x2F;classes/InteractionData.html">InteractionData</a></li>
<li><a href="..&#x2F;classes/InteractionManager.html">InteractionManager</a></li>
@ -130,30 +136,31 @@
* The sprite sheet loader is used to load in JSON sprite sheet data
* To generate the data you can use http:&#x2F;&#x2F;www.codeandweb.com&#x2F;texturepacker and publish the &quot;JSON&quot; format
* There is a free version so thats nice, although the paid version is great value for money.
* It is highly recommended to use Sprite sheets (also know as texture atlas&#x27;) as it means sprite&#x27;s can be batched and drawn together for highly increased rendering speed.
* It is highly recommended to use Sprite sheets (also know as texture atlas&quot;) as it means sprite&quot;s can be batched and drawn together for highly increased rendering speed.
* Once the data has been loaded the frames are stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFromeId()
* This loader will also load the image file that the Spritesheet points to as well as the data.
* When loaded this class will dispatch a &#x27;loaded&#x27; event
* When loaded this class will dispatch a &quot;loaded&quot; event
* @class SpriteSheetLoader
* @extends EventTarget
* @constructor
* @param url {String} the url of the sprite sheet JSON file
* @param {String} url the url of the sprite sheet JSON file
* @param {Boolean} crossorigin
*&#x2F;
PIXI.SpriteSheetLoader = function(url)
PIXI.SpriteSheetLoader = function(url, crossorigin)
{
&#x2F;*
* i use texture packer to load the assets..
* http:&#x2F;&#x2F;www.codeandweb.com&#x2F;texturepacker
* make sure to set the format as &quot;JSON&quot;
*&#x2F;
PIXI.EventTarget.call( this );
PIXI.EventTarget.call(this);
this.url = url;
this.baseUrl = url.replace(&#x2F;[^\&#x2F;]*$&#x2F;, &#x27;&#x27;);
this.texture;
this.baseUrl = url.replace(&#x2F;[^\&#x2F;]*$&#x2F;, &quot;&quot;);
this.texture = null;
this.frames = {};
this.crossorigin = false;
}
this.crossorigin = crossorigin;
};
&#x2F;&#x2F; constructor
PIXI.SpriteSheetLoader.constructor = PIXI.SpriteSheetLoader;
@ -165,32 +172,38 @@ PIXI.SpriteSheetLoader.prototype.load = function()
{
this.ajaxRequest = new AjaxRequest();
var scope = this;
this.ajaxRequest.onreadystatechange=function()
this.ajaxRequest.onreadystatechange = function()
{
scope.onLoaded();
}
scope.onJSONLoaded();
};
this.ajaxRequest.open(&quot;GET&quot;, this.url, true)
this.ajaxRequest.open(&quot;GET&quot;, this.url, true);
if (this.ajaxRequest.overrideMimeType) this.ajaxRequest.overrideMimeType(&quot;application&#x2F;json&quot;);
this.ajaxRequest.send(null)
}
};
PIXI.SpriteSheetLoader.prototype.onLoaded = function()
&#x2F;**
* Invoke when JSON file is loaded
* @private
*&#x2F;
PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function()
{
if (this.ajaxRequest.readyState==4)
if (this.ajaxRequest.readyState == 4)
{
if (this.ajaxRequest.status==200 || window.location.href.indexOf(&quot;http&quot;)==-1)
if (this.ajaxRequest.status == 200 || window.location.href.indexOf(&quot;http&quot;) == -1)
{
var jsondata = eval(&quot;(&quot;+this.ajaxRequest.responseText+&quot;)&quot;);
var textureUrl = this.baseUrl + jsondata.meta.image;
this.texture = PIXI.Texture.fromImage(textureUrl, this.crossorigin).baseTexture;
&#x2F;&#x2F; if(!this.texture)this.texture = new PIXI.Texture(textureUrl);
var frameData = jsondata.frames;
for (var i in frameData)
var jsonData = eval(&quot;(&quot; + this.ajaxRequest.responseText + &quot;)&quot;);
var textureUrl = this.baseUrl + jsonData.meta.image;
var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
this.texture = image.texture.baseTexture;
var scope = this;
image.addEventListener(&quot;loaded&quot;, function(event) {
scope.onLoaded();
});
var frameData = jsonData.frames;
for (var i in frameData)
{
var rect = frameData[i].frame;
if (rect)
@ -201,32 +214,24 @@ PIXI.SpriteSheetLoader.prototype.onLoaded = function()
{
&#x2F;&#x2F;var realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
PIXI.TextureCache[i].trim.x = 0&#x2F;&#x2F; (realSize.x &#x2F; rect.w)
PIXI.TextureCache[i].trim.x = 0;&#x2F;&#x2F; (realSize.x &#x2F; rect.w)
&#x2F;&#x2F; calculate the offset!
}
&#x2F;&#x2F; this.frames[i] = ;
}
}
if(this.texture.hasLoaded)
{
this.dispatchEvent( { type: &#x27;loaded&#x27;, content: this } );
}
else
{
var scope = this;
&#x2F;&#x2F; wait for the texture to load..
this.texture.addEventListener(&#x27;loaded&#x27;, function(){
scope.dispatchEvent( { type: &#x27;loaded&#x27;, content: scope } );
});
}
}
}
}
image.load();
}
}
};
&#x2F;**
* Invoke when all files are loaded (json and texture)
* @private
*&#x2F;
PIXI.SpriteSheetLoader.prototype.onLoaded = function()
{
this.dispatchEvent({type: &quot;loaded&quot;, content: this});
};
</pre>
</div>