GPU Animated Spritesheet from Atlas
Demonstrates how to create a high-performance GPU sprite layer using animation frames extracted from a texture atlas spritesheet.
800 × 600
class Example extends Phaser.Scene
{
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.path = 'assets/atlas/trimsheet/';
this.load.atlas('testanims', 'trimsheet.png', 'trimsheet.json');
}
create ()
{
const count = 1024 * 4; // Try a million!
const b2 = this.textures.addSpriteSheetFromAtlas(
'bubble2',
{
atlas: 'testanims',
frame: 'bubble',
frameWidth: 34,
frameHeight: 68
}
);
const config4 = {
key: 'bobble2',
frames: this.anims.generateFrameNumbers('bubble2', { start: 0, end: 6 }),
frameRate: 10
};
const bobble2Anim = this.anims.create(config4);
const layer = this.add.spriteGPULayer('testanims', count);
layer.setAnimations([bobble2Anim]);
console.log(layer);
const template = {
animation: {
base: 'bobble2',
duration: 500,
delay: 0
},
x: {
base: -100,
ease: 'Linear',
amplitude: 1100,
duration: 15000,
yoyo: false
}
};
for (let i = 0; i < count; i++)
{
template.animation.delay = Math.random() * 500;
template.x.duration = (Math.random() * 10000 + 10000) / ((count + i) / (count * 2));
template.x.delay = Math.random() * 30000;
template.y = 50 + 550 * i / count;
template.scaleX = (count + i) / (count * 2);
template.scaleY = template.scaleX;
layer.addMember(template);
}
}
}
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.WEBGL,
parent: 'game-container',
width: 800,
height: 600,
scene: Example,
backgroundColor: '#808080'
};
const game = new Phaser.Game(config);