329 lines
11 KiB
HTML
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11 KiB
HTML
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<h1 class="file-heading">File: src/pixi/loaders/SpriteSheetLoader.js</h1>
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<div class="file">
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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 sprite sheet loader is used to load in JSON sprite sheet data
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* To generate the data you can use http://www.codeandweb.com/texturepacker and publish the "JSON" format
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* There is a free version so thats nice, although the paid version is great value for money.
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* It is highly recommended to use Sprite sheets (also know as texture atlas") as it means sprite"s can be batched and drawn together for highly increased rendering speed.
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* 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()
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* This loader will also load the image file that the Spritesheet points to as well as the data.
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* When loaded this class will dispatch a "loaded" event
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*
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* @class SpriteSheetLoader
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* @uses EventTarget
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* @constructor
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* @param url {String} The url of the sprite sheet JSON file
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* @param crossorigin {Boolean} Whether requests should be treated as crossorigin
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*/
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PIXI.SpriteSheetLoader = function (url, crossorigin) {
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/*
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* i use texture packer to load the assets..
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* http://www.codeandweb.com/texturepacker
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* make sure to set the format as "JSON"
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*/
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PIXI.EventTarget.call(this);
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/**
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* The url of the bitmap font data
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*
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* @property url
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* @type String
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*/
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this.url = url;
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/**
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* Whether the requests should be treated as cross origin
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*
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* @property crossorigin
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* @type Boolean
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*/
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this.crossorigin = crossorigin;
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/**
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* [read-only] The base url of the bitmap font data
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*
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* @property baseUrl
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* @type String
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* @readOnly
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*/
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this.baseUrl = url.replace(/[^\/]*$/, "");
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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 = null;
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/**
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* The frames of the sprite sheet
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*
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* @property frames
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* @type Object
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*/
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this.frames = {};
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};
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// constructor
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PIXI.SpriteSheetLoader.prototype.constructor = PIXI.SpriteSheetLoader;
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/**
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* This will begin loading the JSON file
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*
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* @method load
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*/
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PIXI.SpriteSheetLoader.prototype.load = function () {
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var scope = this;
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var jsonLoader = new PIXI.JsonLoader(this.url, this.crossorigin);
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jsonLoader.addEventListener("loaded", function (event) {
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scope.json = event.content.json;
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scope.onJSONLoaded();
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});
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jsonLoader.load();
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};
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/**
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* Invoke when JSON file is loaded
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*
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* @method onJSONLoaded
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* @private
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*/
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PIXI.SpriteSheetLoader.prototype.onJSONLoaded = function () {
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var scope = this;
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var textureUrl = this.baseUrl + this.json.meta.image;
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var image = new PIXI.ImageLoader(textureUrl, this.crossorigin);
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var frameData = this.json.frames;
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this.texture = image.texture.baseTexture;
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image.addEventListener("loaded", function (event) {
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scope.onLoaded();
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});
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for (var i in frameData) {
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var rect = frameData[i].frame;
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if (rect) {
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PIXI.TextureCache[i] = new PIXI.Texture(this.texture, {
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x: rect.x,
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y: rect.y,
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width: rect.w,
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height: rect.h
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});
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if (frameData[i].trimmed) {
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//var realSize = frameData[i].spriteSourceSize;
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PIXI.TextureCache[i].realSize = frameData[i].spriteSourceSize;
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PIXI.TextureCache[i].trim.x = 0; // (realSize.x / rect.w)
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// calculate the offset!
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}
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}
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}
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image.load();
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};
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/**
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* Invoke when all files are loaded (json and texture)
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*
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* @method onLoaded
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* @private
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*/
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PIXI.SpriteSheetLoader.prototype.onLoaded = function () {
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this.dispatchEvent({
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type: "loaded",
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content: this
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});
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};
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</pre>
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