Added phaser build and hellophaser sample
This commit is contained in:
315
src/animation/AnimationParser.js
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315
src/animation/AnimationParser.js
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*
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* @class Phaser.AnimationParser
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*/
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Phaser.AnimationParser = {
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/**
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* Parse a Sprite Sheet and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.spriteSheet
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {string} key - The Game.Cache asset key of the Sprite Sheet image.
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* @param {number} frameWidth - The fixed width of each frame of the animation.
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* @param {number} frameHeight - The fixed height of each frame of the animation.
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* @param {number} [frameMax=-1] - The total number of animation frames to extact from the Sprite Sheet. The default value of -1 means "extract all frames".
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* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
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* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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spriteSheet: function (game, key, frameWidth, frameHeight, frameMax, margin, spacing) {
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// How big is our image?
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var img = game.cache.getImage(key);
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if (img == null)
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{
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return null;
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}
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var width = img.width;
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var height = img.height;
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if (frameWidth <= 0)
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{
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frameWidth = Math.floor(-width / Math.min(-1, frameWidth));
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}
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if (frameHeight <= 0)
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{
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frameHeight = Math.floor(-height / Math.min(-1, frameHeight));
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}
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var row = Math.floor((width - margin) / (frameWidth + spacing));
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var column = Math.floor((height - margin) / (frameHeight + spacing));
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var total = row * column;
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if (frameMax !== -1)
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{
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total = frameMax;
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}
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// Zero or smaller than frame sizes?
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if (width === 0 || height === 0 || width < frameWidth || height < frameHeight || total === 0)
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{
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console.warn("Phaser.AnimationParser.spriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
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return null;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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var x = margin;
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var y = margin;
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for (var i = 0; i < total; i++)
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{
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var uuid = game.rnd.uuid();
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data.addFrame(new Phaser.Frame(i, x, y, frameWidth, frameHeight, '', uuid));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[key], {
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x: x,
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y: y,
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width: frameWidth,
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height: frameHeight
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});
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x += frameWidth + spacing;
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if (x + frameWidth > width)
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{
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x = margin;
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y += frameHeight + spacing;
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}
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}
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return data;
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},
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/**
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* Parse the JSON data and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.JSONData
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in Array format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONData: function (game, json, cacheKey) {
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// Malformed?
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if (!json['frames'])
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{
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console.warn("Phaser.AnimationParser.JSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
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console.log(json);
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return;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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for (var i = 0; i < frames.length; i++)
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{
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[i].frame.x,
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frames[i].frame.y,
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frames[i].frame.w,
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frames[i].frame.h,
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frames[i].filename,
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uuid
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));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: frames[i].frame.x,
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y: frames[i].frame.y,
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width: frames[i].frame.w,
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height: frames[i].frame.h
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});
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if (frames[i].trimmed)
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{
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newFrame.setTrim(
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frames[i].trimmed,
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frames[i].sourceSize.w,
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frames[i].sourceSize.h,
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frames[i].spriteSourceSize.x,
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frames[i].spriteSourceSize.y,
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frames[i].spriteSourceSize.w,
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frames[i].spriteSourceSize.h
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);
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PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].sourceSize.w, frames[i].sourceSize.h);
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}
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}
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return data;
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},
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/**
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* Parse the JSON data and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.JSONDataHash
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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JSONDataHash: function (game, json, cacheKey) {
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// Malformed?
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if (!json['frames'])
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{
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console.warn("Phaser.AnimationParser.JSONDataHash: Invalid Texture Atlas JSON given, missing 'frames' object");
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console.log(json);
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return;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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var i = 0;
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for (var key in frames)
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{
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var uuid = game.rnd.uuid();
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newFrame = data.addFrame(new Phaser.Frame(
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i,
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frames[key].frame.x,
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frames[key].frame.y,
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frames[key].frame.w,
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frames[key].frame.h,
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key,
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uuid
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));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: frames[key].frame.x,
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y: frames[key].frame.y,
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width: frames[key].frame.w,
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height: frames[key].frame.h
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});
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if (frames[key].trimmed)
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{
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newFrame.setTrim(
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frames[key].trimmed,
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frames[key].sourceSize.w,
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frames[key].sourceSize.h,
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frames[key].spriteSourceSize.x,
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frames[key].spriteSourceSize.y,
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frames[key].spriteSourceSize.w,
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frames[key].spriteSourceSize.h
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);
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PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frames[key].spriteSourceSize.x, frames[key].spriteSourceSize.y, frames[key].sourceSize.w, frames[key].sourceSize.h);
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}
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i++;
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}
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return data;
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},
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/**
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* Parse the XML data and extract the animation frame data from it.
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*
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* @method Phaser.AnimationParser.XMLData
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {Object} xml - The XML data from the Texture Atlas. Must be in Starling XML format.
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* @param {string} cacheKey - The Game.Cache asset key of the texture image.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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*/
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XMLData: function (game, xml, cacheKey) {
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// Malformed?
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if (!xml.getElementsByTagName('TextureAtlas'))
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{
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console.warn("Phaser.AnimationParser.XMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
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return;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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var frames = xml.getElementsByTagName('SubTexture');
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var newFrame;
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var uuid;
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var name;
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var frame;
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var x;
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var y;
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var width;
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var height;
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var frameX;
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var frameY;
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var frameWidth;
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var frameHeight;
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for (var i = 0; i < frames.length; i++)
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{
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uuid = game.rnd.uuid();
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frame = frames[i].attributes;
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name = frame.name.nodeValue;
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x = parseInt(frame.x.nodeValue, 10);
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y = parseInt(frame.y.nodeValue, 10);
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width = parseInt(frame.width.nodeValue, 10);
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height = parseInt(frame.height.nodeValue, 10);
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frameX = null;
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frameY = null;
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if (frame.frameX)
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{
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frameX = Math.abs(parseInt(frame.frameX.nodeValue, 10));
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frameY = Math.abs(parseInt(frame.frameY.nodeValue, 10));
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frameWidth = parseInt(frame.frameWidth.nodeValue, 10);
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frameHeight = parseInt(frame.frameHeight.nodeValue, 10);
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}
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newFrame = data.addFrame(new Phaser.Frame(i, x, y, width, height, name, uuid));
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PIXI.TextureCache[uuid] = new PIXI.Texture(PIXI.BaseTextureCache[cacheKey], {
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x: x,
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y: y,
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width: width,
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height: height
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});
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// Trimmed?
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if (frameX !== null || frameY !== null)
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{
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newFrame.setTrim(true, width, height, frameX, frameY, frameWidth, frameHeight);
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PIXI.TextureCache[uuid].trim = new Phaser.Rectangle(frameX, frameY, width, height);
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}
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}
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return data;
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}
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};
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