phaser/src/gameobjects/Sprite.js

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Phaser.Sprite = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null; // if null we ought to set to the phaser logo or something :)
frame = frame || null;
this.game = game;
// If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all
this.exists = true;
// This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering
this.alive = true;
this.group = null;
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this.name = '';
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this.renderOrderID = -1;
if (key)
{
PIXI.Sprite.call(this, PIXI.TextureCache[key]);
}
else
{
// No texture yet
PIXI.Sprite.call(this);
}
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this.events = new Phaser.Events(this);
/**
* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
* @type AnimationManager
*/
this.animations = new Phaser.AnimationManager(this);
if (this.game.cache.isSpriteSheet(key))
{
this.animations.loadFrameData(this.game.cache.getFrameData(key));
if (frame !== null)
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
}
else
{
this.currentFrame = this.game.cache.getFrame(key);
}
this.input = new Phaser.InputHandler(this);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property anchor
* @type Point
*/
this.anchor = new Phaser.Point();
this.x = x;
this.y = y;
this.position.x = x;
this.position.y = y;
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its visible property set to 'false'.
* Note that this check doesn't look at this Sprites children, which may still be in camera range.
* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
*
* @property autoCull
* @type Boolean
*/
this.autoCull = false;
// Replaces the PIXI.Point with a slightly more flexible one
this.scale = new Phaser.Point(1, 1);
// Influence of camera movement upon the position
this.scrollFactor = new Phaser.Point(1, 1);
// A mini cache for storing all of the calculated values
this._cache = {
dirty: false,
// Transform cache
a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// Input specific transform cache
i01: 0, i10: 0, idi: 1,
// Bounds check
left: null, right: null, top: null, bottom: null,
// The previous calculated position inc. camera x/y and scrollFactor
x: -1, y: -1,
// The actual scale values based on the worldTransform
scaleX: 1, scaleY: 1,
// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH,
// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
// The current frame details
frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
boundsX: 0, boundsY: 0,
// If this sprite visible to the camera (regardless of being set to visible or not)
cameraVisible: true
};
// Corner point defaults
this.offset = new Phaser.Point;
this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
this.topLeft = new Phaser.Point(x, y);
this.topRight = new Phaser.Point(x + this._cache.width, y);
this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
// Set-up the physics body
this.body = new Phaser.Physics.Arcade.Body(this);
// World bounds check
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
this.inWorldThreshold = 0;
this._outOfBoundsFired = false;
};
// Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly)
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called by World.update
*/
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Phaser.Sprite.prototype.update = function() {
if (!this.exists)
{
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this.renderOrderID = -1;
return;
}
this._cache.dirty = false;
if (this.animations.update())
{
this._cache.dirty = true;
}
this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
// If this sprite or the camera have moved then let's update everything
// It may have rotated though ...
if (this.position.x != this._cache.x || this.position.y != this._cache.y)
{
this.position.x = this._cache.x;
this.position.y = this._cache.y;
this._cache.dirty = true;
}
if (this.visible)
{
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this.renderOrderID = this.game.world.currentRenderOrderID++;
// |a c tx|
// |b d ty|
// |0 0 1|
// Only update the values we need
if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
{
this._cache.a00 = this.worldTransform[0]; // scaleX a
this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.i01 = this.worldTransform[1]; // skewY c
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
this._cache.a01 *= -1;
this._cache.dirty = true;
}
// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
{
this._cache.a10 = this.worldTransform[3]; // skewX b
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this._cache.i10 = this.worldTransform[3]; // skewX b
this._cache.a11 = this.worldTransform[4]; // scaleY d
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
this._cache.a10 *= -1;
this._cache.dirty = true;
}
if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
{
this._cache.a02 = this.worldTransform[2]; // translateX tx
this._cache.a12 = this.worldTransform[5]; // translateY ty
this._cache.dirty = true;
}
// Frame updated?
if (this.currentFrame.uuid != this._cache.frameID)
{
this._cache.frameWidth = this.texture.frame.width;
this._cache.frameHeight = this.texture.frame.height;
this._cache.frameID = this.currentFrame.uuid;
this._cache.dirty = true;
}
if (this._cache.dirty)
{
this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX);
this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY);
this._cache.halfWidth = Math.floor(this._cache.width / 2);
this._cache.halfHeight = Math.floor(this._cache.height / 2);
this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
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this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
this.updateBounds();
}
}
else
{
// We still need to work out the bounds in case the camera has moved
// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
// So we'll compare against the cached state + new position.
if (this._cache.dirty && this.visible == false)
{
this.bounds.x -= this._cache.boundsX - this._cache.x;
this._cache.boundsX = this._cache.x;
this.bounds.y -= this._cache.boundsy - this._cache.y;
this._cache.boundsY = this._cache.y;
}
}
// Re-run the camera visibility check
if (this._cache.dirty)
{
this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull == true)
{
this.visible = this._cache.cameraVisible;
}
// Update our physics bounds
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
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this.body.update();
}
Phaser.Sprite.prototype.reset = function(x, y) {
this.x = x;
this.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this._outOfBoundsFired = false;
}
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Phaser.Sprite.prototype.updateBounds = function() {
// Update the edge points
this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height));
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this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight);
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
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this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
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// This is the coordinate the Sprite was at when the last bounds was created
this._cache.boundsX = this._cache.x;
this._cache.boundsY = this._cache.y;
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if (this.inWorld == false)
{
// Sprite WAS out of the screen, is it still?
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
if (this.inWorld)
{
// It's back again, reset the OOB check
this._outOfBoundsFired = false;
}
}
else
{
// Sprite WAS in the screen, has it now left?
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold);
if (this.inWorld == false)
{
this.events.onOutOfBounds.dispatch(this);
this._outOfBoundsFired = true;
}
}
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}
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Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
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return p;
}
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Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, x, y) {
p.x = this._cache.a11 * this._cache.idi * x + -this._cache.i01 * this._cache.idi * y + (this._cache.a12 * this._cache.i01 - this._cache.a02 * this._cache.a11) * this._cache.idi;
p.y = this._cache.a00 * this._cache.idi * y + -this._cache.i10 * this._cache.idi * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.i10) * this._cache.idi;
return p;
}
Phaser.Sprite.prototype.bringToTop = function() {
if (this.group)
{
this.group.bringToTop(this);
}
else
{
this.game.world.bringToTop(this);
}
}
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Phaser.Sprite.prototype.getBounds = function(rect) {
rect = rect || new Phaser.Rectangle;
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var left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
var right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
var top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
var bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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rect.x = left;
rect.y = top;
rect.width = right - left;
rect.height = bottom - top;
return rect;
}
Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
/**
* Get the animation frame number.
*/
get: function () {
return this.animations.frame;
},
/**
* Set the animation frame by frame number.
*/
set: function (value) {
this.animations.frame = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
/**
* Get the animation frame name.
*/
get: function () {
return this.animations.frameName;
},
/**
* Set the animation frame by frame name.
*/
set: function (value) {
this.animations.frameName = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
/**
* Is this sprite visible to the camera or not?
*/
get: function () {
return this._cache.cameraVisible;
}
});
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Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
/**
* Get the input enabled state of this Sprite.
*/
get: function () {
return (this.input.enabled);
},
/**
* Set the ability for this sprite to receive input events.
*/
set: function (value) {
if (value)
{
if (this.input.enabled == false)
{
this.input.start();
}
}
else
{
if (this.input.enabled)
{
this.input.stop();
}
}
}
});