2013-10-01 12:54:29 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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2016-04-04 21:15:01 +00:00
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* @copyright 2016 Photon Storm Ltd.
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2013-10-01 12:54:29 +00:00
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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2015-06-17 00:25:56 +00:00
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* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled independently of the TileSprite itself.
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* Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.
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*
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* TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.
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*
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2015-07-21 12:24:12 +00:00
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* You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
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* that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition`
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* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
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* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
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* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
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*
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2015-06-17 00:25:56 +00:00
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* An important note about texture dimensions:
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*
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2015-07-21 12:24:12 +00:00
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* When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be
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2016-08-18 14:40:19 +00:00
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* a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two
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2015-06-17 00:25:56 +00:00
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* it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and
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* bottom of your frame. To avoid this ensure your textures are perfect powers of two.
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*
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* TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However
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* if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive
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* additional padding to enforce it to be so.
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2014-02-13 15:03:46 +00:00
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*
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* @class Phaser.TileSprite
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2013-10-01 12:54:29 +00:00
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* @constructor
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2014-10-19 23:54:56 +00:00
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* @extends PIXI.TilingSprite
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2015-03-01 07:00:17 +00:00
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* @extends Phaser.Component.Core
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* @extends Phaser.Component.Angle
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* @extends Phaser.Component.Animation
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* @extends Phaser.Component.AutoCull
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* @extends Phaser.Component.Bounds
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2015-03-30 12:51:47 +00:00
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* @extends Phaser.Component.BringToTop
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2015-03-01 07:00:17 +00:00
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* @extends Phaser.Component.Destroy
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* @extends Phaser.Component.FixedToCamera
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2015-03-30 12:51:47 +00:00
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* @extends Phaser.Component.Health
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* @extends Phaser.Component.InCamera
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2015-03-01 07:00:17 +00:00
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* @extends Phaser.Component.InputEnabled
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* @extends Phaser.Component.InWorld
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2015-03-30 12:51:47 +00:00
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* @extends Phaser.Component.LifeSpan
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2015-03-01 07:00:17 +00:00
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* @extends Phaser.Component.LoadTexture
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* @extends Phaser.Component.Overlap
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* @extends Phaser.Component.PhysicsBody
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* @extends Phaser.Component.Reset
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* @extends Phaser.Component.Smoothed
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2014-02-13 23:13:10 +00:00
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
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* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
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* @param {number} width - The width of the TileSprite.
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* @param {number} height - The height of the TileSprite.
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2016-04-07 02:45:21 +00:00
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* @param {string|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.
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2014-02-13 23:13:10 +00:00
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* @param {string|number} frame - If this TileSprite 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.
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2013-10-01 12:54:29 +00:00
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*/
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2014-02-13 23:13:10 +00:00
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Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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2013-09-03 02:19:42 +00:00
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x = x || 0;
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y = y || 0;
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width = width || 256;
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height = height || 256;
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key = key || null;
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2014-02-13 23:13:10 +00:00
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frame = frame || null;
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2013-09-03 02:19:42 +00:00
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2013-11-25 03:13:04 +00:00
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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2013-10-01 12:54:29 +00:00
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*/
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2013-11-25 03:13:04 +00:00
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this.type = Phaser.TILESPRITE;
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2013-09-12 20:54:41 +00:00
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2015-03-28 00:56:02 +00:00
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/**
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* @property {number} physicsType - The const physics body type of this object.
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* @readonly
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*/
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this.physicsType = Phaser.SPRITE;
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2014-02-13 23:13:10 +00:00
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/**
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* @property {Phaser.Point} _scroll - Internal cache var.
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* @private
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*/
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this._scroll = new Phaser.Point();
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2015-07-21 12:24:12 +00:00
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var def = game.cache.getImage('__default', true);
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PIXI.TilingSprite.call(this, new PIXI.Texture(def.base), width, height);
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2014-02-13 23:13:10 +00:00
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2015-02-17 06:00:41 +00:00
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Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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2014-06-11 13:38:14 +00:00
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2013-09-03 02:19:42 +00:00
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};
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2014-02-13 15:03:46 +00:00
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Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
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2013-09-03 02:19:42 +00:00
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Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
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2014-02-13 23:13:10 +00:00
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2015-03-23 19:19:07 +00:00
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Phaser.Component.Core.install.call(Phaser.TileSprite.prototype, [
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2015-02-23 04:44:11 +00:00
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'Angle',
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'Animation',
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'AutoCull',
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'Bounds',
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2015-03-30 12:51:47 +00:00
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'BringToTop',
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2015-02-23 04:44:11 +00:00
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'Destroy',
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'FixedToCamera',
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2015-03-30 12:51:47 +00:00
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'Health',
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'InCamera',
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2015-02-23 04:44:11 +00:00
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'InputEnabled',
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'InWorld',
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2015-03-30 12:51:47 +00:00
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'LifeSpan',
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2015-02-23 04:44:11 +00:00
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'LoadTexture',
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'Overlap',
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'PhysicsBody',
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'Reset',
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'Smoothed'
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2015-03-23 19:19:07 +00:00
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]);
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2015-02-23 04:44:11 +00:00
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2015-02-25 02:49:50 +00:00
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Phaser.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
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Phaser.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
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Phaser.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
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Phaser.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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2014-02-13 23:13:10 +00:00
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.TileSprite#preUpdate
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* @memberof Phaser.TileSprite
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*/
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Phaser.TileSprite.prototype.preUpdate = function() {
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2014-03-21 18:04:24 +00:00
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if (this._scroll.x !== 0)
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{
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this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
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}
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if (this._scroll.y !== 0)
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{
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this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
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}
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2015-02-25 02:49:50 +00:00
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
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{
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return false;
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}
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2014-02-28 19:45:15 +00:00
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2015-02-25 02:49:50 +00:00
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return this.preUpdateCore();
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2014-02-13 23:13:10 +00:00
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2014-03-23 08:40:24 +00:00
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};
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2014-02-13 23:13:10 +00:00
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/**
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* Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().
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* The scroll speed is specified in pixels per second.
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* A negative x value will scroll to the left. A positive x value will scroll to the right.
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* A negative y value will scroll up. A positive y value will scroll down.
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*
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* @method Phaser.TileSprite#autoScroll
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* @memberof Phaser.TileSprite
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2014-08-07 12:47:54 +00:00
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* @param {number} x - Horizontal scroll speed in pixels per second.
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* @param {number} y - Vertical scroll speed in pixels per second.
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2014-02-13 23:13:10 +00:00
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*/
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Phaser.TileSprite.prototype.autoScroll = function(x, y) {
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this._scroll.set(x, y);
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2014-03-23 08:40:24 +00:00
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};
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2014-02-13 23:13:10 +00:00
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/**
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* Stops an automatically scrolling TileSprite.
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*
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* @method Phaser.TileSprite#stopScroll
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* @memberof Phaser.TileSprite
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*/
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Phaser.TileSprite.prototype.stopScroll = function() {
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this._scroll.set(0, 0);
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2014-03-23 08:40:24 +00:00
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};
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2014-02-13 23:13:10 +00:00
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/**
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* Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present
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* and nulls its reference to game, freeing it up for garbage collection.
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2014-03-23 07:59:28 +00:00
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*
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2014-02-13 23:13:10 +00:00
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* @method Phaser.TileSprite#destroy
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* @memberof Phaser.TileSprite
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2014-02-27 20:05:16 +00:00
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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2014-02-13 23:13:10 +00:00
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*/
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2014-02-27 20:05:16 +00:00
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Phaser.TileSprite.prototype.destroy = function(destroyChildren) {
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2015-02-17 06:00:41 +00:00
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Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
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2014-04-22 00:43:22 +00:00
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2015-02-03 21:32:25 +00:00
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PIXI.TilingSprite.prototype.destroy.call(this);
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2014-03-23 08:40:24 +00:00
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};
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2014-02-13 23:13:10 +00:00
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2014-03-20 03:48:54 +00:00
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/**
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* Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then
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* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
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* If the TileSprite has a physics body that too is reset.
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2014-06-30 10:49:53 +00:00
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*
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2014-03-20 03:48:54 +00:00
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* @method Phaser.TileSprite#reset
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* @memberof Phaser.TileSprite
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* @param {number} x - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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2015-10-27 08:10:14 +00:00
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* @return {Phaser.TileSprite} This instance.
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2014-03-20 03:48:54 +00:00
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*/
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Phaser.TileSprite.prototype.reset = function(x, y) {
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2015-02-17 06:00:41 +00:00
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Phaser.Component.Reset.prototype.reset.call(this, x, y);
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2014-03-20 03:48:54 +00:00
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this.tilePosition.x = 0;
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this.tilePosition.y = 0;
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return this;
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2014-06-30 10:49:53 +00:00
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2014-03-20 03:48:54 +00:00
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};
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