phaser/v3/src/gameobjects/image/Image.js

76 lines
2.3 KiB
JavaScript
Raw Normal View History

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
2016-12-07 02:29:22 +00:00
var CONST = require('../../const');
2016-12-07 02:28:22 +00:00
var GameObject = require('../GameObject');
/**
* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @class Phaser.GameObject.Image
* @extends Phaser.GameObject
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} [frame] - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
2016-12-07 02:28:22 +00:00
var Image = function (state, x, y, key, frame)
{
var _texture = state.game.textures.get(key);
var _frame = _texture.get(frame);
2016-12-07 02:28:22 +00:00
GameObject.call(this, state, x, y, _texture, _frame);
2016-12-07 02:28:22 +00:00
this.type = CONST.IMAGE;
};
2016-12-07 02:28:22 +00:00
Image.prototype = Object.create(GameObject.prototype);
Image.prototype.constructor = Image;
2017-01-18 16:11:29 +00:00
Image.prototype.renderCanvas = require('./ImageCanvasRenderer');
Image.prototype.renderWebGL = require('./ImageWebGLRenderer');
Object.defineProperties(Image.prototype, {
width: {
enumerable: true,
get: function ()
{
return this.transform._scaleX * this.frame.realWidth;
},
set: function (value)
{
this.scaleX = value / this.frame.realWidth;
}
},
height: {
enumerable: true,
get: function ()
{
return this.transform._scaleY * this.frame.realHeight;
},
set: function (value)
{
this.scaleY = value / this.frame.realHeight;
}
}
});
2016-12-07 02:28:22 +00:00
module.exports = Image;