
Fixed issue where alpha not being set correctly in canvas spriteBatch Fixed issue where previous stage events did not get removed correctly
316 lines
10 KiB
HTML
316 lines
10 KiB
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<h1 class="file-heading">File: src/pixi/loaders/ImageLoader.js</h1>
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<pre class="code prettyprint linenums">
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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* The image loader class is responsible for loading images file formats ('jpeg', 'jpg', 'png' and 'gif')
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* Once the image has been loaded it is stored in the PIXI texture cache and can be accessed though PIXI.Texture.fromFrameId() and PIXI.Sprite.fromFrameId()
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* When loaded this class will dispatch a 'loaded' event
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*
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* @class ImageLoader
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* @uses EventTarget
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* @constructor
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* @param url {String} The url of the image
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* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
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*/
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PIXI.ImageLoader = function(url, crossorigin)
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{
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PIXI.EventTarget.call(this);
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/**
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* The texture being loaded
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*
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* @property texture
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* @type Texture
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*/
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this.texture = PIXI.Texture.fromImage(url, crossorigin);
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/**
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* if the image is loaded with loadFramedSpriteSheet
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* frames will contain the sprite sheet frames
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*
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*/
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this.frames = [];
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};
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// constructor
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PIXI.ImageLoader.prototype.constructor = PIXI.ImageLoader;
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/**
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* Loads image or takes it from cache
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*
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* @method load
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*/
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PIXI.ImageLoader.prototype.load = function()
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{
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if(!this.texture.baseTexture.hasLoaded)
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{
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var scope = this;
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this.texture.baseTexture.addEventListener('loaded', function()
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{
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scope.onLoaded();
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});
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}
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else
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{
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this.onLoaded();
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}
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};
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/**
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* Invoked when image file is loaded or it is already cached and ready to use
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*
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* @method onLoaded
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* @private
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*/
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PIXI.ImageLoader.prototype.onLoaded = function()
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{
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this.dispatchEvent({type: 'loaded', content: this});
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};
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/**
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* Loads image and split it to uniform sized frames
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*
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*
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* @method loadFramedSpriteSheet
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* @param frameWidth {Number} width of each frame
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* @param frameHeight {Number} height of each frame
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* @param textureName {String} if given, the frames will be cached in <textureName>-<ord> format
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*/
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PIXI.ImageLoader.prototype.loadFramedSpriteSheet = function(frameWidth, frameHeight, textureName)
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{
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this.frames = [];
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var cols = Math.floor(this.texture.width / frameWidth);
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var rows = Math.floor(this.texture.height / frameHeight);
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var i=0;
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for (var y=0; y<rows; y++)
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{
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for (var x=0; x<cols; x++,i++)
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{
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var texture = new PIXI.Texture(this.texture, {
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x: x*frameWidth,
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y: y*frameHeight,
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width: frameWidth,
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height: frameHeight
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});
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this.frames.push(texture);
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if (textureName) PIXI.TextureCache[textureName + '-' + i] = texture;
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}
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}
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if(!this.texture.baseTexture.hasLoaded)
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{
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var scope = this;
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this.texture.baseTexture.addEventListener('loaded', function() {
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scope.onLoaded();
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});
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}
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else
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{
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this.onLoaded();
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}
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};
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</pre>
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