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class: Spritesheet


Utility class for maintaining reference to a collection
of Textures on a single Spritesheet.

Methods summary


Public methods
public static BATCH_SIZE(): void
private _updateResolution(resolutionFilename: string): number
public parse(callback: function): void
private _processFrames(initialFrameIndex: number): void
private _parseComplete(): void
private _nextBatch(): void
public destroy(destroyBase: boolean): void
public static BATCH_SIZE(): void
private _updateResolution(resolutionFilename: string): number
public parse(callback: function): void
private _processFrames(initialFrameIndex: number): void
private _parseComplete(): void
private _nextBatch(): void
public destroy(destroyBase: boolean): void

Methods


BATCH_SIZE(): void

The maximum number of Textures to build per process.

Returns:

void


_updateResolution(resolutionFilename: string): number

Generate the resolution from the filename or fallback
to the meta.scale field of the JSON data.

Params:

Name Type Attribute Description
resolutionFilename

The filename to use for resolving
the default resolution.

Returns:

number


parse(callback: function): void

Parser spritesheet from loaded data. This is done asynchronously
to prevent creating too many Texture within a single process.

Params:

Name Type Attribute Description
callback

Callback when complete returns
a map of the Textures for this spritesheet.

Returns:

void


_processFrames(initialFrameIndex: number): void

Process a batch of frames

Params:

Name Type Attribute Description
initialFrameIndex

The index of frame to start.

Returns:

void


_parseComplete(): void

The parse has completed.

Returns:

void


_nextBatch(): void

Begin the next batch of textures.

Returns:

void


destroy(destroyBase: boolean): void

Destroy Spritesheet and don't use after this.

Params:

Name Type Attribute Description
destroyBase

Whether to destroy the base texture as well

Returns:

void


BATCH_SIZE(): void

The maximum number of Textures to build per process.

Returns:

void


_updateResolution(resolutionFilename: string): number

Generate the resolution from the filename or fallback
to the meta.scale field of the JSON data.

Params:

Name Type Attribute Description
resolutionFilename

The filename to use for resolving
the default resolution.

Returns:

number


parse(callback: function): void

Parser spritesheet from loaded data. This is done asynchronously
to prevent creating too many Texture within a single process.

Params:

Name Type Attribute Description
callback

Callback when complete returns
a map of the Textures for this spritesheet.

Returns:

void


_processFrames(initialFrameIndex: number): void

Process a batch of frames

Params:

Name Type Attribute Description
initialFrameIndex

The index of frame to start.

Returns:

void


_parseComplete(): void

The parse has completed.

Returns:

void


_nextBatch(): void

Begin the next batch of textures.

Returns:

void


destroy(destroyBase: boolean): void

Destroy Spritesheet and don't use after this.

Params:

Name Type Attribute Description
destroyBase

Whether to destroy the base texture as well

Returns:

void


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    "comment": "/**\n * Utility class for maintaining reference to a collection\n * of Textures on a single Spritesheet.\n *\n * @class\n * @memberof PIXI\n */",
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        "code": {
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Utility class for maintaining reference to a collection
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Reference to the source BaseTexture object.

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Spritesheet image data.

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The filename to consider when determining
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Generate the resolution from the filename or fallback
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The filename to use for resolving
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Resolution to use for spritesheet.

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Parser spritesheet from loaded data. This is done asynchronously
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Process a batch of frames

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The parse has completed.

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Begin the next batch of textures.

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Destroy Spritesheet and don't use after this.

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Whether to destroy the base texture as well

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The maximum number of Textures to build per process.

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Generate the resolution from the filename or fallback
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The filename to use for resolving
the default resolution.

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Resolution to use for spritesheet.

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Parser spritesheet from loaded data. This is done asynchronously
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Callback when complete returns
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Process a batch of frames

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The parse has completed.

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Begin the next batch of textures.

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Destroy Spritesheet and don't use after this.

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Whether to destroy the base texture as well

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