loader/load texture atlas

 
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });

function preload() {

    //  Phaser can load Texture Atlas files that use either JSON Hash or JSON Array format.

    //  As with all load operations the first parameter is a unique key, which must be unique between all image files.

    //  Next is the texture atlas itself, in this case seacreatures.png

    //  Finally is the path to the JSON file that goes with the atlas.
    // game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');

    //  Note that the JSON file should be saved with UTF-8 encoding or some browsers (such as Firefox) won't load it.

    game.load.atlas('test', 'assets/sprites/atlas_hash_trim.png', 'assets/sprites/atlas_json_array_trim.json', Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);


    //  These are just a few images to use in our underwater scene.
    game.load.image('undersea', 'assets/pics/undersea.jpg');
    game.load.image('coral', 'assets/pics/seabed.png');

}

var octopus;

function create() {

    game.add.sprite(0, 0, 'undersea');

    game.add.sprite(0, 0, 'test');

    // octopus = game.add.sprite(330, 100, 'seacreatures');
    // octopus.animations.add('swim', Phaser.Animation.generateFrameNames('octopus', 0, 24, '', 4), 30, true);
    // octopus.animations.play('swim');

    // game.add.tween(octopus).to({ y: 250 }, 4000, Phaser.Easing.Quadratic.InOut, true, 0, 10000, true);

    game.add.sprite(0, 466, 'coral');

}