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nothoughts/node_modules/pixi.js/lib/spritesheet/Spritesheet.d.ts
2025-08-04 18:57:35 +02:00

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7.9 KiB
TypeScript

import { Texture } from '../rendering/renderers/shared/texture/Texture';
import type { PointData } from '../maths/point/PointData';
import type { TextureSource } from '../rendering/renderers/shared/texture/sources/TextureSource';
import type { BindableTexture, TextureBorders } from '../rendering/renderers/shared/texture/Texture';
import type { Dict } from '../utils/types';
/**
* Represents the JSON data for a spritesheet atlas.
* @memberof assets
*/
export interface SpritesheetFrameData {
/** The frame rectangle of the texture. */
frame: {
x: number;
y: number;
w: number;
h: number;
};
/** Whether the texture is trimmed. */
trimmed?: boolean;
/** Whether the texture is rotated. */
rotated?: boolean;
/** The source size of the texture. */
sourceSize?: {
w: number;
h: number;
};
/** The sprite source size. */
spriteSourceSize?: {
h?: number;
w?: number;
x: number;
y: number;
};
/** The anchor point of the texture. */
anchor?: PointData;
/** The 9-slice borders of the texture. */
borders?: TextureBorders;
}
/**
* Atlas format.
* @memberof assets
*/
export interface SpritesheetData {
/** The frames of the atlas. */
frames: Dict<SpritesheetFrameData>;
/** The animations of the atlas. */
animations?: Dict<string[]>;
/** The meta data of the atlas. */
meta: {
app?: string;
format?: string;
frameTags?: {
from: number;
name: string;
to: number;
direction: string;
}[];
image?: string;
layers?: {
blendMode: string;
name: string;
opacity: number;
}[];
scale: number | string;
size?: {
h: number;
w: number;
};
slices?: {
color: string;
name: string;
keys: {
frame: number;
bounds: {
x: number;
y: number;
w: number;
h: number;
};
}[];
}[];
related_multi_packs?: string[];
version?: string;
};
}
/**
* Utility class for maintaining reference to a collection
* of Textures on a single Spritesheet.
*
* To access a sprite sheet from your code you may pass its JSON data file to Pixi's loader:
*
* ```js
* import { Assets } from 'pixi.js';
*
* const sheet = await Assets.load('images/spritesheet.json');
* ```
*
* Alternately, you may circumvent the loader by instantiating the Spritesheet directly:
*
* ```js
* import { Spritesheet } from 'pixi.js';
*
* const sheet = new Spritesheet(texture, spritesheetData);
* await sheet.parse();
* console.log('Spritesheet ready to use!');
* ```
*
* With the `sheet.textures` you can create Sprite objects, and `sheet.animations` can be used to create an AnimatedSprite.
*
* Here's an example of a sprite sheet JSON data file:
* ```json
* {
* "frames": {
* "enemy1.png":
* {
* "frame": {"x":103,"y":1,"w":32,"h":32},
* "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
* "sourceSize": {"w":32,"h":32},
* "anchor": {"x":16,"y":16}
* },
* "enemy2.png":
* {
* "frame": {"x":103,"y":35,"w":32,"h":32},
* "spriteSourceSize": {"x":0,"y":0,"w":32,"h":32},
* "sourceSize": {"w":32,"h":32},
* "anchor": {"x":16,"y":16}
* },
* "button.png":
* {
* "frame": {"x":1,"y":1,"w":100,"h":100},
* "spriteSourceSize": {"x":0,"y":0,"w":100,"h":100},
* "sourceSize": {"w":100,"h":100},
* "anchor": {"x":0,"y":0},
* "borders": {"left":35,"top":35,"right":35,"bottom":35}
* }
* },
*
* "animations": {
* "enemy": ["enemy1.png","enemy2.png"]
* },
*
* "meta": {
* "image": "sheet.png",
* "format": "RGBA8888",
* "size": {"w":136,"h":102},
* "scale": "1"
* }
* }
* ```
* Sprite sheets can be packed using tools like {@link https://codeandweb.com/texturepacker|TexturePacker},
* {@link https://renderhjs.net/shoebox/|Shoebox} or {@link https://github.com/krzysztof-o/spritesheet.js|Spritesheet.js}.
* Default anchor points (see {@link Texture#defaultAnchor}), default 9-slice borders
* (see {@link Texture#defaultBorders}) and grouping of animation sprites are currently only
* supported by TexturePacker.
*
* Alternative ways for loading spritesheet image if you need more control:
*
* ```js
* import { Assets } from 'pixi.js';
*
* const sheetTexture = await Assets.load('images/spritesheet.png');
* Assets.add({
* alias: 'atlas',
* src: 'images/spritesheet.json',
* data: {texture: sheetTexture} // using of preloaded texture
* });
* const sheet = await Assets.load('atlas')
* ```
*
* or:
*
* ```js
* import { Assets } from 'pixi.js';
*
* Assets.add({
* alias: 'atlas',
* src: 'images/spritesheet.json',
* data: {imageFilename: 'my-spritesheet.2x.avif'} // using of custom filename located in "images/my-spritesheet.2x.avif"
* });
* const sheet = await Assets.load('atlas')
* ```
* @memberof assets
*/
export declare class Spritesheet<S extends SpritesheetData = SpritesheetData> {
/** The maximum number of Textures to build per process. */
static readonly BATCH_SIZE = 1000;
/** For multi-packed spritesheets, this contains a reference to all the other spritesheets it depends on. */
linkedSheets: Spritesheet<S>[];
/** Reference to the source texture. */
textureSource: TextureSource;
/**
* A map containing all textures of the sprite sheet.
* Can be used to create a {@link Sprite|Sprite}:
* @example
* import { Sprite } from 'pixi.js';
*
* new Sprite(sheet.textures['image.png']);
*/
textures: Record<keyof S['frames'], Texture>;
/**
* A map containing the textures for each animation.
* Can be used to create an {@link AnimatedSprite|AnimatedSprite}:
* @example
* import { AnimatedSprite } from 'pixi.js';
*
* new AnimatedSprite(sheet.animations['anim_name']);
*/
animations: Record<keyof NonNullable<S['animations']>, Texture[]>;
/**
* Reference to the original JSON data.
* @type {object}
*/
data: S;
/** The resolution of the spritesheet. */
resolution: number;
/**
* Reference to original source image from the Loader. This reference is retained so we
* can destroy the Texture later on. It is never used internally.
*/
private _texture;
/**
* Map of spritesheet frames.
* @type {object}
*/
private _frames;
/** Collection of frame names. */
private _frameKeys;
/** Current batch index being processed. */
private _batchIndex;
/**
* Callback when parse is completed.
* @type {Function}
*/
private _callback;
/**
* @param texture - Reference to the source BaseTexture object.
* @param {object} data - Spritesheet image data.
*/
constructor(texture: BindableTexture, data: S);
/**
* Parser spritesheet from loaded data. This is done asynchronously
* to prevent creating too many Texture within a single process.
*/
parse(): Promise<Record<string, Texture>>;
/**
* Process a batch of frames
* @param initialFrameIndex - The index of frame to start.
*/
private _processFrames;
/** Parse animations config. */
private _processAnimations;
/** The parse has completed. */
private _parseComplete;
/** Begin the next batch of textures. */
private _nextBatch;
/**
* Destroy Spritesheet and don't use after this.
* @param {boolean} [destroyBase=false] - Whether to destroy the base texture as well
*/
destroy(destroyBase?: boolean): void;
}