1 /** 2 * Hilo 3 * Copyright 2015 alibaba.com 4 * Licensed under the MIT License 5 */ 6 7 /** 8 * @class TextureAtlas纹理集是将许多小的纹理图片整合到一起的一张大图。这个类可根据一个纹理集数据读取纹理小图、精灵动画等。 9 * @param {Object} atlasData 纹理集数据。它可包含如下数据: 10 * <ul> 11 * <li><b>image</b> - 纹理集图片。必需。</li> 12 * <li><b>width</b> - 纹理集图片宽度。若frames数据为Object时,此属性必需。</li> 13 * <li><b>height</b> - 纹理集图片高度。若frames数据为Object时,此属性必需。</li> 14 * <li><b>frames</b> - 纹理集帧数据,可以是Array或Object。必需。 15 * <ul> 16 * <li>若为Array,则每项均为一个纹理图片帧数据,如:[[0, 0, 50, 50], [0, 50, 50, 50]。</li> 17 * <li>若为Object,则需包含frameWidth(帧宽)、frameHeight(帧高)、numFrames(帧数) 属性。</li> 18 * </ul> 19 * </li> 20 * <li><b>sprites</b> - 纹理集精灵动画定义,其每个值均定义一个精灵。为Object对象。可选。 21 * <ul> 22 * <li>若为Number,即此精灵只包含一帧,此帧为帧数据中索引为当前值的帧。如:sprites:{'foo':1}。</li> 23 * <li>若为Array,则每项均为一个帧的索引值。如:sprites:{'foo':[0, 1, 2, 3]}。</li> 24 * <li>若为Object,则需包含from(起始帧索引值)、to(末帧索引值) 属性。</li> 25 * </ul> 26 * </li> 27 * </ul> 28 * @module hilo/util/TextureAtlas 29 * @requires hilo/core/Class 30 */ 31 var TextureAtlas = (function(){ 32 33 return Class.create(/** @lends TextureAtlas.prototype */{ 34 constructor: function(atlasData){ 35 this._frames = parseTextureFrames(atlasData); 36 this._sprites = parseTextureSprites(atlasData, this._frames); 37 }, 38 39 _frames: null, 40 _sprites: null, 41 42 /** 43 * 获取指定索引位置index的帧数据。 44 * @param {Int} index 要获取帧的索引位置。 45 * @returns {Object} 帧数据。 46 */ 47 getFrame: function(index){ 48 var frames = this._frames; 49 return frames && frames[index]; 50 }, 51 52 /** 53 * 获取指定id的精灵数据。 54 * @param {String} id 要获取精灵的id。 55 * @returns {Object} 精灵数据。 56 */ 57 getSprite: function(id){ 58 var sprites = this._sprites; 59 return sprites && sprites[id]; 60 }, 61 62 Statics: /** @lends TextureAtlas */ { 63 /** 64 * Shorthand method to create spirte frames 65 * @param {String|Array} name Name of one animation|a group of animation 66 * @param {String} frames Frames message, eg:"0-5" means frame 0 to frame 5. 67 * @param {Number} w The width of each frame. 68 * @param {Number} h The height of each frame. 69 * @param {Boolean} loop Is play in loop. 70 * @param {Number} duration The time between each frame. default value is 1 (Frame), but if timeBased is true, default value will be duration(milli-second). 71 * @example 72 * //demo1 make one animation 73 * createSpriteFrames("walk", "0-5,8,9", meImg, 55, 88, true, 1); 74 * //demo2 make a group of animation 75 * createSpriteFrames([ 76 * ["walk", "0-5,8,9", meImg, 55, 88, true, 1], 77 * ["jump", "0-5", meImg, 55, 88, false, 1] 78 * ]); 79 */ 80 createSpriteFrames:function(name, frames, img, w, h, loop, duration){ 81 var i, l; 82 if(Object.prototype.toString.call(name) === "[object Array]"){ 83 var res = []; 84 for(i = 0, l = name.length;i < l;i ++){ 85 res = res.concat(this.createSpriteFrames.apply(this, name[i])); 86 } 87 return res; 88 } 89 else{ 90 if(typeof(frames) === "string"){ 91 var all = frames.split(","); 92 frames = []; 93 for(var j = 0, jl = all.length;j < jl;j ++){ 94 var temp = all[j].split("-"); 95 if(temp.length == 1){ 96 frames.push(parseInt(temp[0])); 97 } 98 else{ 99 for(i = parseInt(temp[0]), l = parseInt(temp[1]);i <= l;i ++){ 100 frames.push(i); 101 } 102 } 103 } 104 } 105 106 var col = Math.floor(img.width/w); 107 for(i = 0;i < frames.length;i ++){ 108 var n = frames[i]; 109 frames[i] = { 110 rect:[w*(n%col), h*Math.floor(n/col), w, h], 111 image:img, 112 duration:duration 113 }; 114 } 115 frames[0].name = name; 116 if(loop){ 117 frames[frames.length-1].next = name; 118 } 119 else{ 120 frames[frames.length-1].stop = true; 121 } 122 return frames; 123 } 124 } 125 } 126 }); 127 128 /** 129 * Parse texture frames 130 * @private 131 */ 132 function parseTextureFrames(atlasData){ 133 var i, len; 134 var frameData = atlasData.frames; 135 if(!frameData) return null; 136 137 var frames = [], obj; 138 139 if(frameData instanceof Array){ //frames by array 140 for(i = 0, len = frameData.length; i < len; i++){ 141 obj = frameData[i]; 142 frames[i] = { 143 image: atlasData.image, 144 rect: obj 145 }; 146 } 147 }else{ //frames by object 148 var frameWidth = frameData.frameWidth; 149 var frameHeight = frameData.frameHeight; 150 var cols = atlasData.width / frameWidth | 0; 151 var rows = atlasData.height / frameHeight | 0; 152 var numFrames = frameData.numFrames || cols * rows; 153 for(i = 0; i < numFrames; i++){ 154 frames[i] = { 155 image: atlasData.image, 156 rect: [i%cols*frameWidth, (i/cols|0)*frameHeight, frameWidth, frameHeight] 157 }; 158 } 159 } 160 161 return frames; 162 } 163 164 /** 165 * Parse texture sprites 166 * @private 167 */ 168 function parseTextureSprites(atlasData, frames){ 169 var i, len; 170 var spriteData = atlasData.sprites; 171 if(!spriteData) return null; 172 173 var sprites = {}, sprite, spriteFrames, spriteFrame; 174 175 for(var s in spriteData){ 176 sprite = spriteData[s]; 177 if(isNumber(sprite)){ //single frame 178 spriteFrames = translateSpriteFrame(frames[sprite]); 179 }else if(sprite instanceof Array){ //frames by array 180 spriteFrames = []; 181 for(i = 0, len = sprite.length; i < len; i++){ 182 var spriteObj = sprite[i], frameObj; 183 if(isNumber(spriteObj)){ 184 spriteFrame = translateSpriteFrame(frames[spriteObj]); 185 }else{ 186 frameObj = spriteObj.rect; 187 if(isNumber(frameObj)) frameObj = frames[spriteObj.rect]; 188 spriteFrame = translateSpriteFrame(frameObj, spriteObj); 189 } 190 spriteFrames[i] = spriteFrame; 191 } 192 }else{ //frames by object 193 spriteFrames = []; 194 for(i = sprite.from; i <= sprite.to; i++){ 195 spriteFrames[i - sprite.from] = translateSpriteFrame(frames[i], sprite[i]); 196 } 197 } 198 sprites[s] = spriteFrames; 199 } 200 201 return sprites; 202 } 203 204 function translateSpriteFrame(frameObj, spriteObj){ 205 var spriteFrame = { 206 image: frameObj.image, 207 rect: frameObj.rect 208 }; 209 210 if(spriteObj){ 211 spriteFrame.name = spriteObj.name || null; 212 spriteFrame.duration = spriteObj.duration || 0; 213 spriteFrame.stop = !!spriteObj.stop; 214 spriteFrame.next = spriteObj.next || null; 215 } 216 217 return spriteFrame; 218 } 219 220 function isNumber(value){ 221 return typeof value === 'number'; 222 } 223 224 })();