- /*
- * SpriteSheet
- * Visit http://createjs.com/ for documentation, updates and examples.
- *
- * Copyright (c) 2010 gskinner.com, inc.
- *
- * Permission is hereby granted, free of charge, to any person
- * obtaining a copy of this software and associated documentation
- * files (the "Software"), to deal in the Software without
- * restriction, including without limitation the rights to use,
- * copy, modify, merge, publish, distribute, sublicense, and/or sell
- * copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following
- * conditions:
- *
- * The above copyright notice and this permission notice shall be
- * included in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
- * EXPRESS OR IMPliED, INCLUDING BUT NOT liMITED TO THE WARRANTIES
- * OF MERCHANTABIliTY, FITNESS FOR A PARTICULAR PURPOSE AND
- * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- * HolDERS BE liABLE FOR ANY CLAIM, DAMAGES OR OTHER liABIliTY,
- * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- * OTHER DEAliNGS IN THE SOFTWARE.
- */
-
- /**
- * @module EaselJS
- */
-
- // namespace:
- this.createjs = this.createjs||{};
-
- (function() {
- "use strict";
-
-
- // constructor:
- /**
- * Encapsulates the properties and methods associated with a sprite sheet. A sprite sheet is a series of images (usually
- * animation frames) combined into a larger image (or images). For example, an animation consisting of eight 100x100
- * images could be combined into a single 400x200 sprite sheet (4 frames across by 2 high).
- *
- * The data passed to the SpriteSheet constructor defines:
- * <ol>
- * <li> The source image or images to use.</li>
- * <li> The positions of individual image frames.</li>
- * <li> Sequences of frames that form named animations. Optional.</li>
- * <li> The target playback framerate. Optional.</li>
- * </ol>
- * <h3>SpriteSheet Format</h3>
- * SpriteSheets are an object with two required properties (`images` and `frames`), and two optional properties
- * (`framerate` and `animations`). This makes them easy to define in javascript code, or in JSON.
- *
- * <h4>images</h4>
- * An array of source images. Images can be either an HTMlimage
- * instance, or a uri to an image. The former is recommended to control preloading.
- *
- * images: [image1, "path/to/image2.png"],
- *
- * <h4>frames</h4>
- * Defines the individual frames. There are two supported formats for frame data:
- * When all of the frames are the same size (in a grid), use an object with `width`, `height`, `regX`, `regY`,
- * and `count` properties.
- *
- * <ul>
- * <li>`width` & `height` are required and specify the dimensions of the frames</li>
- * <li>`regX` & `regY` indicate the registration point or "origin" of the frames</li>
- * <li>`spacing` indicate the spacing between frames</li>
- * <li>`margin` specify the margin around the image(s)</li>
- * <li>`count` allows you to specify the total number of frames in the spritesheet; if omitted, this will
- * be calculated based on the dimensions of the source images and the frames. Frames will be assigned
- * indexes based on their position in the source images (left to right, top to bottom).</li>
- * </ul>
- *
- * frames: {width:64, height:64, count:20, regX: 32, regY:64, spacing:0, margin:0}
- *
- * If the frames are of different sizes, use an array of frame definitions. Each definition is itself an array
- * with 4 required and 3 optional entries, in the order:
- *
- * <ul>
- * <li>The first four, `x`, `y`, `width`, and `height` are required and define the frame rectangle.</li>
- * <li>The fifth, `imageIndex`, specifies the index of the source image (defaults to 0)</li>
- * <li>The last two, `regX` and `regY` specify the registration point of the frame</li>
- * </ul>
- *
- * frames: [
- * // x, y, width, height, imageIndex*, regX*, regY*
- * [64, 0, 96, 64],
- * [0, 0, 64, 64, 1, 32, 32]
- * // etc.
- * ]
- *
- * <h4>animations</h4>
- * Optional. An object defining sequences of frames to play as named animations. Each property corresponds to an
- * animation of the same name. Each animation must specify the frames to play, and may
- * also include a relative playback `speed` (ex. 2 would playback at double speed, 0.5 at half), and
- * the name of the `next` animation to sequence to after it completes.
- *
- * There are three formats supported for defining the frames in an animation, which can be mixed and matched as appropriate:
- * <ol>
- * <li>for a single frame animation, you can simply specify the frame index
- *
- * animations: {
- * sit: 7
- * }
- *
- * </li>
- * <li>
- * for an animation of consecutive frames, you can use an array with two required, and two optional entries
- * in the order: `start`, `end`, `next`, and `speed`. This will play the frames from start to end inclusive.
- *
- * animations: {
- * // start, end, next*, speed*
- * run: [0, 8],
- * jump: [9, 12, "run", 2]
- * }
- *
- * </li>
- * <li>
- * for non-consecutive frames, you can use an object with a `frames` property defining an array of frame
- * indexes to play in order. The object can also specify `next` and `speed` properties.
- *
- * animations: {
- * walk: {
- * frames: [1,2,3,3,2,1]
- * },
- * shoot: {
- * frames: [1,4,5,6],
- * next: "walk",
- * speed: 0.5
- * }
- * }
- *
- * </li>
- * </ol>
- * <strong>Note:</strong> the `speed` property was added in EaselJS 0.7.0. Earlier versions had a `frequency`
- * property instead, which was the inverse of `speed`. For example, a value of "4" would be 1/4 normal speed in
- * earlier versions, but is 4x normal speed in EaselJS 0.7.0+.
- *
- * <h4>framerate</h4>
- * Optional. Indicates the default framerate to play this spritesheet at in frames per second. See
- * {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} for more information.
- *
- * framerate: 20
- *
- * Note that the Sprite framerate will only work if the stage update method is provided with the {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
- * event generated by the {{#crossLink "Ticker"}}{{/crossLink}}.
- *
- * createjs.Ticker.on("tick", handleTick);
- * function handleTick(event) {
- * stage.update(event);
- * }
- *
- * <h3>Example</h3>
- * To define a simple sprite sheet, with a single image "sprites.jpg" arranged in a regular 50x50 grid with three
- * animations: "stand" showing the first frame, "run" looping frame 1-5 inclusive, and "jump" playing frame 6-8 and
- * sequencing back to run.
- *
- * var data = {
- * images: ["sprites.jpg"],
- * frames: {width:50, height:50},
- * animations: {
- * stand:0,
- * run:[1,5],
- * jump:[6,8,"run"]
- * }
- * };
- * var spriteSheet = new createjs.SpriteSheet(data);
- * var animation = new createjs.Sprite(spriteSheet, "run");
- *
- * <h3>Generating SpriteSheet Images</h3>
- * Spritesheets can be created manually by combining images in PhotoShop, and specifying the frame size or
- * coordinates manually, however there are a number of tools that facilitate this.
- * <ul>
- * <li>Exporting SpriteSheets or HTML5 content from Adobe Flash/Animate supports the EaselJS SpriteSheet format.</li>
- * <li>The popular <a href="https://www.codeandweb.com/texturepacker/easeljs" target="_blank">Texture Packer</a> has
- * EaselJS support.
- * <li>SWF animations in Adobe Flash/Animate can be exported to SpriteSheets using <a href="http://createjs.com/zoe" target="_blank">Zoë</a></li>
- * </ul>
- *
- * <h3>Cross Origin Issues</h3>
- * <strong>Warning:</strong> Images loaded cross-origin will throw cross-origin security errors when interacted with
- * using:
- * <ul>
- * <li>a mouse</li>
- * <li>methods such as {{#crossLink "Container/getObjectUnderPoint"}}{{/crossLink}}</li>
- * <li>Filters (see {{#crossLink "Filter"}}{{/crossLink}})</li>
- * <li>caching (see {{#crossLink "DisplayObject/cache"}}{{/crossLink}})</li>
- * </ul>
- * You can get around this by setting `crossOrigin` property on your images before passing them to EaselJS, or
- * setting the `crossOrigin` property on PreloadJS' LoadQueue or LoadItems.
- *
- * var img = new Image();
- * img.crossOrigin="Anonymous";
- * img.src = "http://server-with-CORS-support.com/path/to/image.jpg";
- *
- * If you pass string paths to SpriteSheets, they will not work cross-origin. The server that stores the image must
- * support cross-origin requests, or this will not work. For more information, check out
- * <a href="https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS" target="_blank">CORS overview on MDN</a>.
- *
- * @class SpriteSheet
- * @constructor
- * @param {Object} data An object describing the SpriteSheet data.
- * @extends EventDispatcher
- **/
- function SpriteSheet(data) {
- this.EventDispatcher_constructor();
-
-
- // public properties:
- /**
- * Indicates whether all images are finished loading.
- * @property complete
- * @type Boolean
- * @readonly
- **/
- this.complete = true;
-
- /**
- * Specifies the framerate to use by default for Sprite instances using the SpriteSheet. See the Sprite class
- * {{#crossLink "Sprite/framerate:property"}}{{/crossLink}} for more information.
- * @property framerate
- * @type Number
- **/
- this.framerate = 0;
-
-
- // private properties:
- /**
- * @property _animations
- * @protected
- * @type Array
- **/
- this._animations = null;
-
- /**
- * @property _frames
- * @protected
- * @type Array
- **/
- this._frames = null;
-
- /**
- * @property _images
- * @protected
- * @type Array
- **/
- this._images = null;
-
- /**
- * @property _data
- * @protected
- * @type Object
- **/
- this._data = null;
-
- /**
- * @property _loadCount
- * @protected
- * @type Number
- **/
- this._loadCount = 0;
-
- // only used for simple frame defs:
- /**
- * @property _frameHeight
- * @protected
- * @type Number
- **/
- this._frameHeight = 0;
-
- /**
- * @property _frameWidth
- * @protected
- * @type Number
- **/
- this._frameWidth = 0;
-
- /**
- * @property _numFrames
- * @protected
- * @type Number
- **/
- this._numFrames = 0;
-
- /**
- * @property _regX
- * @protected
- * @type Number
- **/
- this._regX = 0;
-
- /**
- * @property _regY
- * @protected
- * @type Number
- **/
- this._regY = 0;
-
- /**
- * @property _spacing
- * @protected
- * @type Number
- **/
- this._spacing = 0;
-
- /**
- * @property _margin
- * @protected
- * @type Number
- **/
- this._margin = 0;
-
- // setup:
- this._parseData(data);
- }
- var p = createjs.extend(SpriteSheet, createjs.EventDispatcher);
-
- // TODO: deprecated
- // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
-
-
- // events:
- /**
- * Dispatched when all images are loaded. Note that this only fires if the images
- * were not fully loaded when the sprite sheet was initialized. You should check the complete property
- * to prior to adding a listener. Ex.
- *
- * var sheet = new createjs.SpriteSheet(data);
- * if (!sheet.complete) {
- * // not preloaded, listen for the complete event:
- * sheet.addEventListener("complete", handler);
- * }
- *
- * @event complete
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.6.0
- */
-
- /**
- * Dispatched when getFrame is called with a valid frame index. This is primarily intended for use by {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}}
- * when doing on-demand rendering.
- * @event getframe
- * @param {Number} index The frame index.
- * @param {Object} frame The frame object that getFrame will return.
- */
-
- /**
- * Dispatched when an image encounters an error. A SpriteSheet will dispatch an error event for each image that
- * encounters an error, and will still dispatch a {{#crossLink "SpriteSheet/complete:event"}}{{/crossLink}}
- * event once all images are finished processing, even if an error is encountered.
- * @event error
- * @param {String} src The source of the image that failed to load.
- * @since 0.8.2
- */
-
-
- // getter / setters:
- /**
- * Use the {{#crossLink "SpriteSheet/animations:property"}}{{/crossLink}} property instead.
- * @method _getAnimations
- * @protected
- * @return {Array}
- **/
- p._getAnimations = function() {
- return this._animations.slice();
- };
-
- /**
- * Use the {{#crossLink "SpriteSheet/animations:property"}}{{/crossLink}} property instead.
- * @method getAnimations
- * @deprecated
- */
- // SpriteSheet.getAnimations is @deprecated. Remove for 1.1+
- p.getAnimations = createjs.deprecate(p._getAnimations, "SpriteSheet.getAnimations");
-
- /**
- * Returns an array of all available animation names available on this sprite sheet as strings.
- * @property animations
- * @type {Array}
- * @readonly
- **/
- try {
- Object.defineProperties(p, {
- animations: { get: p._getAnimations }
- });
- } catch (e) {}
-
-
- // public methods:
- /**
- * Returns the total number of frames in the specified animation, or in the whole sprite
- * sheet if the animation param is omitted. Returns 0 if the spritesheet relies on calculated frame counts, and
- * the images have not been fully loaded.
- * @method getNumFrames
- * @param {String} animation The name of the animation to get a frame count for.
- * @return {Number} The number of frames in the animation, or in the entire sprite sheet if the animation param is omitted.
- */
- p.getNumFrames = function(animation) {
- if (animation == null) {
- return this._frames ? this._frames.length : this._numFrames || 0;
- } else {
- var data = this._data[animation];
- if (data == null) { return 0; }
- else { return data.frames.length; }
- }
- };
-
- /**
- * Returns an object defining the specified animation. The returned object contains:<UL>
- * <li>frames: an array of the frame ids in the animation</li>
- * <li>speed: the playback speed for this animation</li>
- * <li>name: the name of the animation</li>
- * <li>next: the default animation to play next. If the animation loops, the name and next property will be the
- * same.</li>
- * </UL>
- * @method getAnimation
- * @param {String} name The name of the animation to get.
- * @return {Object} a generic object with frames, speed, name, and next properties.
- **/
- p.getAnimation = function(name) {
- return this._data[name];
- };
-
- /**
- * Returns an object specifying the image and source rect of the specified frame. The returned object has:<UL>
- * <li>an image property holding a reference to the image object in which the frame is found</li>
- * <li>a rect property containing a Rectangle instance which defines the boundaries for the frame within that
- * image.</li>
- * <li> A regX and regY property corresponding to the regX/Y values for the frame.
- * </UL>
- * @method getFrame
- * @param {Number} frameIndex The index of the frame.
- * @return {Object} a generic object with image and rect properties. Returns null if the frame does not exist.
- **/
- p.getFrame = function(frameIndex) {
- var frame;
- if (this._frames && (frame=this._frames[frameIndex])) { return frame; }
- return null;
- };
-
- /**
- * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the specified frame relative
- * to the origin. For example, a 90 x 70 frame with a regX of 50 and a regY of 40 would return:
- *
- * [x=-50, y=-40, width=90, height=70]
- *
- * @method getFrameBounds
- * @param {Number} frameIndex The index of the frame.
- * @param {Rectangle} [rectangle] A Rectangle instance to copy the values into. By default a new instance is created.
- * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully loaded.
- **/
- p.getFrameBounds = function(frameIndex, rectangle) {
- var frame = this.getFrame(frameIndex);
- return frame ? (rectangle||new createjs.Rectangle()).setValues(-frame.regX, -frame.regY, frame.rect.width, frame.rect.height) : null;
- };
-
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[SpriteSheet]";
- };
-
- /**
- * SpriteSheet cannot be cloned. A SpriteSheet can be shared by multiple Sprite instances without cloning it.
- * @method clone
- **/
- p.clone = function() {
- throw("SpriteSheet cannot be cloned.")
- };
-
- // private methods:
- /**
- * @method _parseData
- * @param {Object} data An object describing the SpriteSheet data.
- * @protected
- **/
- p._parseData = function(data) {
- var i,l,o,a;
- if (data == null) { return; }
-
- this.framerate = data.framerate||0;
-
- // parse images:
- if (data.images && (l=data.images.length) > 0) {
- a = this._images = [];
- for (i=0; i<l; i++) {
- var img = data.images[i];
- if (typeof img == "string") {
- var src = img;
- img = document.createElement("img");
- img.src = src;
- }
- a.push(img);
- if (!img.getContext && !img.naturalWidth) {
- this._loadCount++;
- this.complete = false;
- (function(o, src) { img.onload = function() { o._handleImageLoad(src); } })(this, src);
- (function(o, src) { img.onerror = function() { o._handleImageError(src); } })(this, src);
- }
- }
- }
-
- // parse frames:
- if (data.frames == null) { // nothing
- } else if (Array.isArray(data.frames)) {
- this._frames = [];
- a = data.frames;
- for (i=0,l=a.length;i<l;i++) {
- var arr = a[i];
- this._frames.push({image:this._images[arr[4]?arr[4]:0], rect:new createjs.Rectangle(arr[0],arr[1],arr[2],arr[3]), regX:arr[5]||0, regY:arr[6]||0 });
- }
- } else {
- o = data.frames;
- this._frameWidth = o.width;
- this._frameHeight = o.height;
- this._regX = o.regX||0;
- this._regY = o.regY||0;
- this._spacing = o.spacing||0;
- this._margin = o.margin||0;
- this._numFrames = o.count;
- if (this._loadCount == 0) { this._calculateFrames(); }
- }
-
- // parse animations:
- this._animations = [];
- if ((o=data.animations) != null) {
- this._data = {};
- var name;
- for (name in o) {
- var anim = {name:name};
- var obj = o[name];
- if (typeof obj == "number") { // single frame
- a = anim.frames = [obj];
- } else if (Array.isArray(obj)) { // simple
- if (obj.length == 1) { anim.frames = [obj[0]]; }
- else {
- anim.speed = obj[3];
- anim.next = obj[2];
- a = anim.frames = [];
- for (i=obj[0];i<=obj[1];i++) {
- a.push(i);
- }
- }
- } else { // complex
- anim.speed = obj.speed;
- anim.next = obj.next;
- var frames = obj.frames;
- a = anim.frames = (typeof frames == "number") ? [frames] : frames.slice(0);
- }
- if (anim.next === true || anim.next === undefined) { anim.next = name; } // loop
- if (anim.next === false || (a.length < 2 && anim.next == name)) { anim.next = null; } // stop
- if (!anim.speed) { anim.speed = 1; }
- this._animations.push(name);
- this._data[name] = anim;
- }
- }
- };
-
- /**
- * @method _handleImageLoad
- * @protected
- **/
- p._handleImageLoad = function(src) {
- if (--this._loadCount == 0) {
- this._calculateFrames();
- this.complete = true;
- this.dispatchEvent("complete");
- }
- };
-
- /**
- * @method _handleImageError
- * @protected
- */
- p._handleImageError = function (src) {
- var errorEvent = new createjs.Event("error");
- errorEvent.src = src;
- this.dispatchEvent(errorEvent);
-
- // Complete is still dispatched.
- if (--this._loadCount == 0) {
- this.dispatchEvent("complete");
- }
- };
-
- /**
- * @method _calculateFrames
- * @protected
- **/
- p._calculateFrames = function() {
- if (this._frames || this._frameWidth == 0) { return; }
-
- this._frames = [];
-
- var maxFrames = this._numFrames || 100000; // if we go over this, something is wrong.
- var frameCount = 0, frameWidth = this._frameWidth, frameHeight = this._frameHeight;
- var spacing = this._spacing, margin = this._margin;
-
- imgLoop:
- for (var i=0, imgs=this._images; i<imgs.length; i++) {
- var img = imgs[i], imgW = (img.width||img.naturalWidth), imgH = (img.height||img.naturalHeight);
-
- var y = margin;
- while (y <= imgH-margin-frameHeight) {
- var x = margin;
- while (x <= imgW-margin-frameWidth) {
- if (frameCount >= maxFrames) { break imgLoop; }
- frameCount++;
- this._frames.push({
- image: img,
- rect: new createjs.Rectangle(x, y, frameWidth, frameHeight),
- regX: this._regX,
- regY: this._regY
- });
- x += frameWidth+spacing;
- }
- y += frameHeight+spacing;
- }
- }
- this._numFrames = frameCount;
- };
-
-
- createjs.SpriteSheet = createjs.promote(SpriteSheet, "EventDispatcher");
- }());
-
-