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@basementuniverse/texture-atlas

v1.1.0

Published

A component for chopping up images into multiple canvases

Downloads

10

Readme

Game Component: Texture Atlas

A component for chopping up images into multiple canvases.

Also provides a content processor wrapper for use with the Content Manager.

Installation

npm install @basementuniverse/texture-atlas

How to use

Character Spritesheet

(Example spritesheet for a character)

The function can be called directly:

import { textureAtlas } from '@basementuniverse/texture-atlas';

const characterSpriteSheet = new Image();
characterSpriteSheet.src = './character-spritesheet.png';
characterSpriteSheet.onload = () => {
  const textureAtlasConfiguration = {
    relative: true,
    width: 5,
    height: 2,
    regions: {
      idle_left: { x: 0, y: 0 },
      idle_right: { x: 0, y: 1 },
      walk_left: { x: 1, y: 0, width: 4 },
      walk_right: { x: 1, y: 1, width: 4 },
    },
  };

  const atlas = textureAtlas(
    myImage,
    textureAtlasConfiguration
  );
  // {
  //   idle_left: HTMLCanvasElement,
  //   idle_right: HTMLCanvasElement,
  //   walk_left: HTMLCanvasElement,
  //   walk_right: HTMLCanvasElement,
  // }
};

Or as a content processor:

import { textureAtlasContentProcessor } from '@basementuniverse/texture-atlas';
import ContentManager from '@basementuniverse/content-manager';

ContentManager.initialise({
  processors: {
    textureAtlas: textureAtlasContentProcessor,
  },
});

ContentManager.load([
  {
    name: 'character-spritesheet',
    type: 'image',
    args: ['./character-spritesheet.png'],
  },
  {
    name: 'character-atlas',
    type: 'json',
    args: [
      {
        relative: true,
        width: 5,
        height: 2,
        regions: {
          idle_left: { x: 0, y: 0 },
          idle_right: { x: 0, y: 1 },
          walk_left: { x: 1, y: 0, width: 4 },
          walk_right: { x: 1, y: 1, width: 4 },
        },
      }
    ],
    processors: [
      {
        name: 'textureAtlas',
        args: ['character-spritesheet'],
      },
    ],
  },
]);

This should result in the following content items being available:

const characterSpriteSheet = ContentManager.get('character-spritesheet');
// HTMLImageElement

const characterAtlasData = ContentManager.get('character-atlas');
// object

const idleLeft = ContentManager.get('idle_left');
// HTMLCanvasElement

const idleRight = ContentManager.get('idle_right');
// HTMLCanvasElement

const walkLeft = ContentManager.get('walk_left');
// HTMLCanvasElement

const walkRight = ContentManager.get('walk_right');
// HTMLCanvasElement

Repeating sections

If you've got lots of animation frames, it could be tedious to manually define all the regions. In this case, we can use repeating regions.

const textureAtlasOptions = {
  relative: true,
  width: 5,
  height: 2,
  regions: {
    idle_left: { x: 0, y: 0 },
    idle_right: { x: 0, y: 1 },
    walk_left: {
      x: 1,
      y: 0,
      repeat: 4,
      repeatNameFormat: '{name}_{n}',
    },
    walk_right: {
      x: 1,
      y: 1,
      repeat: 4,
      repeatNameFormat: '{name}_{n}',
    },
  },
};

// ...call textureAtlas or use the content processor on the example image

// {
//   idle_left: HTMLCanvasElement,
//   idle_right: HTMLCanvasElement,
//   walk_left_1: HTMLCanvasElement,
//   walk_left_2: HTMLCanvasElement,
//   walk_left_3: HTMLCanvasElement,
//   walk_left_4: HTMLCanvasElement,
//   walk_right_1: HTMLCanvasElement,
//   walk_right_2: HTMLCanvasElement,
//   walk_right_3: HTMLCanvasElement,
//   walk_right_4: HTMLCanvasElement,
// }

Texture Atlas options

export type TextureAtlasOptions = {
  /**
   * In relative mode, the width and height of the texture atlas is
   * measured in cells
   *
   * (i.e. the image will be divided into `width` sections horizontally
   * and `height` sections vertically, with each section representing a
   * cell in the atlas)
   *
   * In non-relative (absolute) mode, the width and height properties
   * represent the size of a cell in the atlas, measured in pixels
   */
  relative: boolean;

  /**
   * The width of the texture atlas (measured in cells) or the width of
   * a cell in the atlas (measured in pixels), depending on relative or
   * absolute mode
   */
  width: number;

  /**
   * The height of the texture atlas (measured in cells) or the height
   * of a cell in the atlas (measured in pixels), depending on relative
   * or absolute mode
   */
  height: number;

  /**
   * A dictionary of regions, where each key is a name for the resulting
   * region's image
   *
   * If using the Content Manager Processor function, the key will be used
   * as the name of each image in the Content Manager
   */
  regions: Record<string, TextureAtlasRegion>;
};

export type TextureAtlasRegion = {
  /**
   * X-offset for this region, measured in cells or pixels, depending on
   * relative or absolute mode
   */
  x: number;

  /**
   * Y-offset for this region, measured in cells or pixels, depending on
   * relative or absolute mode
   */
  y: number;

  /**
   * Width of this region, measured in cells or pixels, depending on
   * relative or absolute mode
   *
   * If not defined:
   * - in absolute mode use the remaining width of the image
   * - in relative mode this defaults to 1
   */
  width?: number;

  /**
   * Height of this region, measured in cells or pixels, depending on
   * relative or absolute mode
   *
   * If not defined:
   * - in absolute mode use the remaining height of the image
   * - in relative mode this defaults to 1
   */
  height?: number;

  /**
   * If set to an integer greater than 0, repeat this region multiple times
   *
   * The resulting image names will be postfixed with -{n}
   *
   * (e.g. if the region name is 'test-animation' and repeat is set to 3, we
   * will get 'test-animation-1', 'test-animation-2' and 'test-animation-3'
   * in the result)
   */
  repeat?: number;

  /**
   * An optional offset for each repetition's cell
   *
   * If this is omitted, assume the repeat cells are arranged along the
   * positive-x direction and use width as the stride size
   *
   * In absolute mode, this is measured in pixels
   * In relative mode, this is measured in cells
   */
  repeatOffset?: {
    x: number;
    y: number;
  };

  /**
   * The name format to use for repeating sections
   *
   * `{name}` will be replaced with the current region's name
   * `{n}` will be replaced with the current repetition's index (1-based)
   *
   * Default is '{name}-{n}'
   */
  repeatNameFormat?: string;
};