A TextureAtlas contains a number of frames from a texture. Each frame defines a region in a texture. The TextureAtlas is referenced by Sprites.

Hierarchy (view full)

Constructors

  • Create a new TextureAtlas instance.

    Returns TextureAtlas

    const atlas = new pc.TextureAtlas();
    atlas.frames = {
    '0': {
    // rect has u, v, width and height in pixels
    rect: new pc.Vec4(0, 0, 256, 256),
    // pivot has x, y values between 0-1 which define the point
    // within the frame around which rotation and scale is calculated
    pivot: new pc.Vec2(0.5, 0.5),
    // border has left, bottom, right and top in pixels defining regions for 9-slicing
    border: new pc.Vec4(5, 5, 5, 5)
    },
    '1': {
    rect: new pc.Vec4(256, 0, 256, 256),
    pivot: new pc.Vec2(0.5, 0.5),
    border: new pc.Vec4(5, 5, 5, 5)
    }
    };

Accessors

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    const handler = function () {
    };
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    obj.on('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    const evt = obj.on('test', function (a, b) {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.
    obj.once('test', function (a, b) {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled
  • Set a new frame in the texture atlas.

    Parameters

    • key: string

      The key of the frame.

    • data: {
          border: Vec4;
          pivot: Vec2;
          rect: Vec4;
      }

      The properties of the frame.

      • border: Vec4

        The border of the frame for 9-slicing. Values are ordered as follows: left, bottom, right, top border in pixels.

      • pivot: Vec2

        The pivot of the frame - values are between 0-1.

      • rect: Vec4

        The u, v, width, height properties of the frame in pixels.

    Returns void

    atlas.setFrame('1', {
    rect: new pc.Vec4(0, 0, 128, 128),
    pivot: new pc.Vec2(0.5, 0.5),
    border: new pc.Vec4(5, 5, 5, 5)
    });