phaser/3.0.0/merge/gameobjects/blitter/Blitter.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A Blitter Game Object.
*
* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
* These objects can be thought of as just texture frames with a transform, and nothing more.
* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
* They are essentially just texture renderers, and the Blitter object creates and manages them.
*
* @class
*/
Phaser.GameObject.Blitter = function (state, parent)
{
Phaser.GameObject.call(this, state, 0, 0, null, null, parent);
this.type = Phaser.BLITTER;
this.children = new Phaser.Component.Children(this);
};
Phaser.GameObject.Blitter.prototype = Object.create(Phaser.GameObject.prototype);
Phaser.GameObject.Blitter.prototype.constructor = Phaser.GameObject.Blitter;
Phaser.GameObject.Blitter.prototype.preUpdate = function ()
{
if (this.parent)
{
this.color.worldAlpha = this.parent.color.worldAlpha;
}
};
Phaser.GameObject.Blitter.prototype.create = function (x, y, key, frame, visible, index)
{
if (visible === undefined) { visible = true; }
if (index === undefined) { index = 0; }
var bob = new Phaser.GameObject.Blitter.Bob(this, x, y, key, frame, visible);
this.children.addAt(bob, index, false);
return bob;
};
Phaser.GameObject.Blitter.prototype.createFromCallback = function (callback, quantity, key, frame, visible)
{
var bobs = this.createMultiple(quantity, key, frame, visible);
for (var i = 0; i < bobs.length; i++)
{
var bob = bobs[i];
callback.call(this, bob, i);
}
return bobs;
};
Phaser.GameObject.Blitter.prototype.createMultiple = function (quantity, key, frame, visible)
{
if (frame === undefined) { frame = 0; }
if (visible === undefined) { visible = true; }
if (!Array.isArray(key))
{
key = [ key ];
}
if (!Array.isArray(frame))
{
frame = [ frame ];
}
var bobs = [];
var _this = this;
key.forEach(function (singleKey)
{
frame.forEach(function (singleFrame)
{
for (var i = 0; i < quantity; i++)
{
bobs.push(_this.create(0, 0, singleKey, singleFrame, visible));
}
});
});
return bobs;
};