/*
* 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";
/**
* 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 three critical pieces of information:<ol>
* <li> The image or images to use.</li>
* <li> The positions of individual image frames. This data can be represented in one of two ways:
* As a regular grid of sequential, equal-sized frames, or as individually defined, variable sized frames arranged in
* an irregular (non-sequential) fashion.</li>
* <li> Likewise, animations can be represented in two ways: As a series of sequential frames, defined by a start and
* end frame [0,3], or as a list of frames [0,1,2,3].</li>
* </OL>
*
* <h4>SpriteSheet Format</h4>
*
* data = {
* // DEFINING FRAMERATE:
* // this specifies the framerate that will be set on the SpriteSheet. See {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}}
* // for more information.
* framerate: 20,
*
* // DEFINING IMAGES:
* // list of images or image URIs to use. SpriteSheet can handle preloading.
* // the order dictates their index value for frame definition.
* images: [image1, "path/to/image2.png"],
*
* // DEFINING FRAMES:
* // the simple way to define frames, only requires frame size because frames are consecutive:
* // define frame width/height, and optionally the frame count and registration point x/y.
* // if count is omitted, it will be calculated automatically based on image dimensions.
* frames: {width:64, height:64, count:20, regX: 32, regY:64},
*
* // OR, the complex way that defines individual rects for frames.
* // The 5th value is the image index per the list defined in "images" (defaults to 0).
* frames: [
* // x, y, width, height, imageIndex, regX, regY
* [0,0,64,64,0,32,64],
* [64,0,96,64,0]
* ],
*
* // DEFINING ANIMATIONS:
*
* // simple animation definitions. Define a consecutive range of frames (begin to end inclusive).
* // optionally define a "next" animation to sequence to (or false to stop) and a playback "speed".
* animations: {
* // start, end, next, speed
* run: [0,8],
* jump: [9,12,"run",2]
* }
*
* // the complex approach which specifies every frame in the animation by index.
* animations: {
* run: {
* frames: [1,2,3,3,2,1]
* },
* jump: {
* frames: [1,4,5,6,1],
* next: "run",
* speed: 2
* },
* stand: { frames: [7] }
* }
*
* // the above two approaches can be combined, you can also use a single frame definition:
* animations: {
* run: [0,8,true,2],
* jump: {
* frames: [8,9,10,9,8],
* next: "run",
* speed: 2
* },
* stand: 7
* }
* }
*
* <strong>Note that the <code>speed</code> property was added in EaselJS 0.7.0. Earlier versions had a <code>frequency</code>
* property instead, which was the inverse of speed. For example, a value of "4" would be 1/4 normal speed in earlier
* versions, but us 4x normal speed in 0.7.0+.</strong>
*
* <h4>Example</h4>
* To define a simple sprite sheet, with a single image "sprites.jpg" arranged in a regular 50x50 grid with two
* animations, "run" looping from frame 0-4 inclusive, and "jump" playing from frame 5-8 and sequencing back to run:
*
* var data = {
* images: ["sprites.jpg"],
* frames: {width:50, height:50},
* animations: {run:[0,4], jump:[5,8,"run"]}
* };
* var spriteSheet = new createjs.SpriteSheet(data);
* var animation = new createjs.Sprite(spriteSheet, "run");
*
*
* <strong>Warning:</strong> Images loaded cross-origin will throw cross-origin security errors when interacted with
* using a mouse, using methods such as `getObjectUnderPoint`, using filters, or caching. You can get around this by
* setting `crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`
*
* @class SpriteSheet
* @constructor
* @param {Object} data An object describing the SpriteSheet data.
* @extends EventDispatcher
**/
var SpriteSheet = function(data) {
this.initialize(data);
};
var p = SpriteSheet.prototype = new createjs.EventDispatcher();
// 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.
* <pre><code>var sheet = new SpriteSheet(data);
* if (!sheet.complete) {
* // not preloaded, listen for the complete event:
* sheet.addEventListener("complete", handler);
* }</code></pre>
* @event complete
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @since 0.6.0
*/
// public properties:
/**
* Indicates whether all images are finished loading.
* @property complete
* @type Boolean
* @readonly
**/
p.complete = true;
/**
* Specifies the framerate to use by default for Sprite instances using the SpriteSheet. See
* Sprite.framerate for more information.
* @property framerate
* @type Number
**/
p.framerate = 0;
// TODO: deprecated.
/**
* REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "SpriteSheet/complete:event"}}{{/crossLink}}
* event.
* @property onComplete
* @type Function
* @deprecated Use addEventListener and the "complete" event.
**/
// private properties:
/**
* @property _animations
* @protected
**/
p._animations = null;
/**
* @property _frames
* @protected
**/
p._frames = null;
/**
* @property _images
* @protected
**/
p._images = null;
/**
* @property _data
* @protected
**/
p._data = null;
/**
* @property _loadCount
* @protected
**/
p._loadCount = 0;
// only used for simple frame defs:
/**
* @property _frameHeight
* @protected
**/
p._frameHeight = 0;
/**
* @property _frameWidth
* @protected
**/
p._frameWidth = 0;
/**
* @property _numFrames
* @protected
**/
p._numFrames = 0;
/**
* @property _regX
* @protected
**/
p._regX = 0;
/**
* @property _regY
* @protected
**/
p._regY = 0;
// constructor:
/**
* @method initialize
* @param {Object} data An object describing the SpriteSheet data.
* @protected
**/
p.initialize = 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.complete) {
this._loadCount++;
this.complete = false;
(function(o) { img.onload = function() {
o._handleImageLoad();
delete img.onload;
}
})(this);
}
}
}
// parse frames:
if (data.frames == null) { // nothing
} else if (data.frames instanceof Array) {
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._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 (obj instanceof Array) { // 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;
}
}
};
// public methods:
/**
* Returns the total number of frames in the specified animation, or in the whole sprite
* sheet if the animation param is omitted.
* @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;
} else {
var data = this._data[animation];
if (data == null) { return 0; }
else { return data.frames.length; }
}
};
/**
* Returns an array of all available animation names as strings.
* @method getAnimations
* @return {Array} an array of animation names available on this sprite sheet.
**/
p.getAnimations = function() {
return this._animations.slice(0);
};
/**
* 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>
* </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()).initialize(-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]";
};
/**
* Returns a clone of the SpriteSheet instance.
* @method clone
* @return {SpriteSheet} a clone of the SpriteSheet instance.
**/
p.clone = function() {
// TODO: there isn't really any reason to clone SpriteSheet instances, because they can be reused.
var o = new SpriteSheet();
o.complete = this.complete;
o._animations = this._animations;
o._frames = this._frames;
o._images = this._images;
o._data = this._data;
o._frameHeight = this._frameHeight;
o._frameWidth = this._frameWidth;
o._numFrames = this._numFrames;
o._loadCount = this._loadCount;
return o;
};
// private methods:
/**
* @method _handleImageLoad
* @protected
**/
p._handleImageLoad = function() {
if (--this._loadCount == 0) {
this._calculateFrames();
this.complete = true;
this.dispatchEvent("complete");
}
};
/**
* @method _calculateFrames
* @protected
**/
p._calculateFrames = function() {
if (this._frames || this._frameWidth == 0) { return; }
this._frames = [];
var ttlFrames = 0;
var fw = this._frameWidth;
var fh = this._frameHeight;
for (var i=0,imgs = this._images; i<imgs.length; i++) {
var img = imgs[i];
var cols = img.width/fw|0;
var rows = img.height/fh|0;
var ttl = this._numFrames>0 ? Math.min(this._numFrames-ttlFrames,cols*rows) : cols*rows;
for (var j=0;j<ttl;j++) {
this._frames.push({image:img, rect:new createjs.Rectangle(j%cols*fw,(j/cols|0)*fh,fw,fh), regX:this._regX, regY:this._regY });
}
ttlFrames += ttl;
}
this._numFrames = ttlFrames;
};
createjs.SpriteSheet = SpriteSheet;
}());