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sprite.js
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96 lines (80 loc) · 3.18 KB
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pc.extend(pc, function () {
var SpriteHandler = function (assets, device) {
this._assets = assets;
this._device = device;
};
SpriteHandler.prototype = {
load: function (url, callback) {
// if given a json file (probably engine-only use case)
if (pc.path.getExtension(url) === '.json') {
pc.http.get(url, function (err, response) {
if(!err) {
callback(null, response);
} else {
callback(err);
}
});
}
},
// Create sprite resource
open: function (url, data) {
var sprite = new pc.Sprite(this._device);
// json data loaded from file
if (data) {
// store data on sprite object temporarily
sprite.__data = data;
}
return sprite;
},
// Set sprite data
patch: function (asset, assets) {
var sprite = asset.resource;
if (sprite.__data) {
// loading from a json file we have asset data store temporarily on the sprite resource
// copy it into asset.data and delete
asset.data.pixelsPerUnit = sprite.__data.pixelsPerUnit;
asset.data.renderMode = sprite.__data.renderMode;
asset.data.frameKeys = sprite.__data.frameKeys;
var atlas = assets.getByUrl(sprite.__data.textureAtlasAsset);
if (atlas) {
asset.data.textureAtlasAsset = atlas.id;
}
delete sprite.__data;
}
sprite.pixelsPerUnit = asset.data.pixelsPerUnit;
sprite.renderMode = asset.data.renderMode;
sprite.frameKeys = asset.data.frameKeys;
this._updateAtlas(asset);
asset.on('change', function (asset, attribute, value) {
if (attribute === 'data') {
sprite.pixelsPerUnit = value.pixelsPerUnit;
sprite._renderMode = value.renderMode; // use _renderMode to avoid recreating meshes
sprite.frameKeys = value.frameKeys;
this._updateAtlas(asset);
}
}, this);
},
// Load atlas
_updateAtlas: function (asset) {
var sprite = asset.resource;
var atlasAsset = this._assets.get(asset.data.textureAtlasAsset);
if (atlasAsset && atlasAsset.resource) {
sprite.atlas = atlasAsset.resource;
} else {
this._assets.once('load:' + asset.data.textureAtlasAsset, function (atlasAsset) {
sprite.atlas = atlasAsset.resource;
}, this);
if (!atlasAsset) {
this._assets.once('add:' + asset.data.textureAtlasAsset, function (atlasAsset) {
this._assets.load(atlasAsset);
}, this);
} else {
this._assets.load(atlasAsset);
}
}
}
};
return {
SpriteHandler: SpriteHandler
};
}());