/*
* 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.
*/
(function(window) {
/**
* 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 8 100x100 images could be combined into a 400x200
* sprite sheet (4 frames across by 2 high).<br/><br/>
* 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].
* </OL>
* The easiest way to understand the data format is to see an example:
* <pre><code>data = {
// 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, image index, 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.
	// also optionally define a "next" animation name for sequencing.
	// setting next to false makes it pause when it reaches the end.
	animations: {
	 // start, end, next, frequency
	 run: [0,8],
	 jump: [9,12,"run",2],
	 stand: [13]
	}
	// 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",
	 frequency: 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",
	 frequency: 2
	 },
	 stand:7
	}
}</code></pre>
*
* For example, 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:
* <pre><code>data = {
	images: ["sprites.jpg"],
	frames: {width:50, height:50},
	animations: {run:[0,4], jump:[5,8,"run"]}
}</code></pre>
* @class SpriteSheet
* @constructor
* @param data
**/
var SpriteSheet = function(data) {
this.initialize(data);
}
var p = SpriteSheet.prototype;
// public properties:
/**
* Read-only property indicating whether all images are finished loading.
* @property complete
* @type Boolean
**/
p.complete = true;
/**
* The onComplete callback is called 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 an onComplete handler. Ex.
* <pre><code>var sheet = new SpriteSheet(data);
* if (!sheet.complete) {
* // not preloaded, listen for onComplete:
* sheet.onComplete = handler;
* }</code></pre>
*
* @event onComplete
**/
p.onComplete = null;
// 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
* @protected
**/
p.initialize = function(data) {
var i,l,o,a;
if (data == null) { return; }
// 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 (!(img instanceof Image)) {
var src = img;
img = new Image();
img.src = src;
}
a.push(img);
if (!img.getContext && !img.complete) {
this._loadCount++;
this.complete = false;
(function(o) { img.onload = function() { o._handleImageLoad(); } })(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 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:
if ((o=data.animations) != null) {
this._animations = [];
this._data = {};
var name;
for (name in o) {
var anim = {name:name};
var obj = o[name];
if (!isNaN(obj)) { // single frame
a = anim.frames = [obj];
} else if (obj instanceof Array) { // simple
anim.frequency = obj[3];
anim.next = obj[2];
a = anim.frames = [];
for (i=obj[0];i<=obj[1];i++) {
a.push(i);
}
} else { // complex
anim.frequency = obj.frequency;
anim.next = obj.next;
a = anim.frames = obj.frames.slice(0);
}
anim.next = (a.length < 2 || anim.next == false) ? null : (anim.next == null || anim.next == true) ? name : anim.next;
if (!anim.frequency) { anim.frequency = 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.
* @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 has a
* frames property containing an array of the frame id's in the animation, a frequency
* property indicating the advance frequency for this animation, a name property,
* and a next property, which specifies the default next animation. If the animation
* loops, the name and next property will be the same.
* @method getAnimations
* @return {Object} a generic object with frames, frequency, 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 an image property holding a reference to the image object in which the frame frame is found,
* and a rect property containing a Rectangle instance which defines the boundaries for the
* frame within that image.
* @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, or the image is not fully loaded.
**/
p.getFrame = function(frameIndex) {
if (this.complete && this._frames && (frame=this._frames[frameIndex])) { return frame; }
return 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.onComplete&&this.onComplete();
}
}
/**
* @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+1)/fw|0;
var rows = (img.height+1)/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 Rectangle(j%cols*fw,(j/cols|0)*fh,fw,fh), regX:this._regX, regY:this._regY });
}
ttlFrames += ttl;
}
this._numFrames = ttlFrames;
}
window.SpriteSheet = SpriteSheet;
}(window));