2013-08-28 06:02:55 +00:00
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/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
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*/
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/**
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2014-02-06 00:19:46 +00:00
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* The Sprite object is the base for all textured objects that are rendered to the screen
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2013-08-28 06:02:55 +00:00
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*
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* @class Sprite
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* @extends DisplayObjectContainer
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* @constructor
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* @param texture {Texture} The texture for this sprite
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2014-11-08 19:26:16 +00:00
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*
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* A sprite can be created directly from an image like this :
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2014-07-01 14:03:46 +00:00
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* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
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2014-02-06 00:19:46 +00:00
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* yourStage.addChild(sprite);
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* then obviously don't forget to add it to the stage you have already created
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2013-08-28 06:02:55 +00:00
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*/
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PIXI.Sprite = function(texture)
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{
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2015-03-05 19:26:53 +00:00
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PIXI.DisplayObjectContainer.call(this);
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2013-12-23 04:19:52 +00:00
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/**
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* The anchor sets the origin point of the texture.
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2014-02-06 00:19:46 +00:00
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* The default is 0,0 this means the texture's origin is the top left
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2014-10-17 15:55:15 +00:00
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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2014-02-06 00:19:46 +00:00
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
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2013-12-23 04:19:52 +00:00
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*
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2013-12-03 20:50:34 +00:00
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* @property anchor
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* @type Point
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*/
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2013-12-23 04:19:52 +00:00
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this.anchor = new PIXI.Point();
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/**
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* The texture that the sprite is using
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*
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* @property texture
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* @type Texture
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*/
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2014-11-23 12:47:55 +00:00
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this.texture = texture || PIXI.Texture.emptyTexture;
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2013-12-23 04:19:52 +00:00
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/**
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* The width of the sprite (this is initially set by the texture)
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*
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* @property _width
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* @type Number
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* @private
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*/
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this._width = 0;
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/**
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* The height of the sprite (this is initially set by the texture)
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*
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* @property _height
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* @type Number
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* @private
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*/
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this._height = 0;
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2014-02-06 00:19:46 +00:00
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/**
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2014-10-17 15:55:15 +00:00
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* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
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2014-02-06 00:19:46 +00:00
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*
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* @property tint
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* @type Number
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* @default 0xFFFFFF
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*/
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2014-10-13 22:54:22 +00:00
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this.tint = 0xFFFFFF;
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2014-11-08 19:26:16 +00:00
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2014-02-06 00:19:46 +00:00
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/**
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2014-10-17 15:55:15 +00:00
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
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2014-02-06 00:19:46 +00:00
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*
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* @property blendMode
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* @type Number
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* @default PIXI.blendModes.NORMAL;
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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2014-10-13 22:54:22 +00:00
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/**
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2014-10-17 15:55:15 +00:00
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* The shader that will be used to render the texture to the stage. Set to null to remove a current shader.
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2014-10-13 22:54:22 +00:00
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*
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* @property shader
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2014-11-15 19:53:38 +00:00
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* @type AbstractFilter
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2014-10-13 22:54:22 +00:00
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* @default null
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*/
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this.shader = null;
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2015-02-19 15:27:59 +00:00
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if (this.texture.baseTexture.hasLoaded)
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2013-12-23 04:19:52 +00:00
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{
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2014-02-06 00:19:46 +00:00
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this.onTextureUpdate();
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2013-12-23 04:19:52 +00:00
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}
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this.renderable = true;
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2014-10-13 22:54:22 +00:00
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2013-12-23 04:19:52 +00:00
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};
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2013-08-28 06:02:55 +00:00
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// constructor
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2015-03-05 19:26:53 +00:00
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PIXI.Sprite.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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2013-08-28 06:02:55 +00:00
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PIXI.Sprite.prototype.constructor = PIXI.Sprite;
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/**
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2014-02-06 00:19:46 +00:00
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* The width of the sprite, setting this will actually modify the scale to achieve the value set
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2013-08-28 06:02:55 +00:00
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*
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* @property width
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* @type Number
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*/
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Object.defineProperty(PIXI.Sprite.prototype, 'width', {
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2015-03-05 19:26:53 +00:00
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2013-08-28 06:02:55 +00:00
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get: function() {
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return this.scale.x * this.texture.frame.width;
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},
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2015-03-05 19:26:53 +00:00
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2013-08-28 06:02:55 +00:00
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set: function(value) {
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2013-12-23 04:19:52 +00:00
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this.scale.x = value / this.texture.frame.width;
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2013-08-28 06:02:55 +00:00
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this._width = value;
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}
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2015-03-05 19:26:53 +00:00
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2013-08-28 06:02:55 +00:00
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});
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/**
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2014-02-06 00:19:46 +00:00
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* The height of the sprite, setting this will actually modify the scale to achieve the value set
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2013-08-28 06:02:55 +00:00
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*
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* @property height
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* @type Number
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*/
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Object.defineProperty(PIXI.Sprite.prototype, 'height', {
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2015-03-05 19:26:53 +00:00
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2013-08-28 06:02:55 +00:00
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get: function() {
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return this.scale.y * this.texture.frame.height;
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},
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2015-03-05 19:26:53 +00:00
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2013-08-28 06:02:55 +00:00
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set: function(value) {
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2013-12-23 04:19:52 +00:00
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this.scale.y = value / this.texture.frame.height;
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2013-08-28 06:02:55 +00:00
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this._height = value;
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}
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2015-03-05 19:26:53 +00:00
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2013-08-28 06:02:55 +00:00
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});
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/**
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* Sets the texture of the sprite
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*
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* @method setTexture
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* @param texture {Texture} The PIXI texture that is displayed by the sprite
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*/
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PIXI.Sprite.prototype.setTexture = function(texture)
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{
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2014-07-15 11:28:31 +00:00
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this.texture = texture;
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2014-02-06 00:19:46 +00:00
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this.cachedTint = 0xFFFFFF;
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2013-12-23 04:19:52 +00:00
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};
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2013-08-28 06:02:55 +00:00
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/**
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* When the texture is updated, this event will fire to update the scale and frame
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*
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* @method onTextureUpdate
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* @param event
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* @private
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*/
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2013-12-23 04:19:52 +00:00
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PIXI.Sprite.prototype.onTextureUpdate = function()
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2013-08-28 06:02:55 +00:00
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{
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2013-12-23 04:19:52 +00:00
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// so if _width is 0 then width was not set..
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2015-03-05 19:26:53 +00:00
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if (this._width) this.scale.x = this._width / this.texture.frame.width;
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if (this._height) this.scale.y = this._height / this.texture.frame.height;
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2013-12-23 04:19:52 +00:00
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};
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2013-08-28 06:02:55 +00:00
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2014-02-06 00:19:46 +00:00
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/**
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2014-10-17 15:55:15 +00:00
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* Returns the bounds of the Sprite as a rectangle. The bounds calculation takes the worldTransform into account.
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2014-02-12 01:25:36 +00:00
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*
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* @method getBounds
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* @param matrix {Matrix} the transformation matrix of the sprite
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* @return {Rectangle} the framing rectangle
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*/
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PIXI.Sprite.prototype.getBounds = function(matrix)
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2014-02-06 00:19:46 +00:00
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{
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var width = this.texture.frame.width;
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var height = this.texture.frame.height;
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var w0 = width * (1-this.anchor.x);
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var w1 = width * -this.anchor.x;
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var h0 = height * (1-this.anchor.y);
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var h1 = height * -this.anchor.y;
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2015-03-05 19:26:53 +00:00
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var worldTransform = matrix || this.worldTransform;
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2014-02-06 00:19:46 +00:00
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var a = worldTransform.a;
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2014-11-11 13:59:43 +00:00
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var b = worldTransform.b;
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var c = worldTransform.c;
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2014-02-06 00:19:46 +00:00
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var d = worldTransform.d;
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var tx = worldTransform.tx;
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var ty = worldTransform.ty;
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var maxX = -Infinity;
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var maxY = -Infinity;
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var minX = Infinity;
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var minY = Infinity;
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2015-03-05 19:26:53 +00:00
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if (b === 0 && c === 0)
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2014-11-17 13:07:53 +00:00
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{
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// scale may be negative!
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2015-03-05 19:26:53 +00:00
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if (a < 0) a *= -1;
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if (d < 0) d *= -1;
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2014-11-17 13:07:53 +00:00
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// this means there is no rotation going on right? RIGHT?
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// if thats the case then we can avoid checking the bound values! yay
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minX = a * w1 + tx;
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maxX = a * w0 + tx;
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minY = d * h1 + ty;
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maxY = d * h0 + ty;
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}
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else
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{
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var x1 = a * w1 + c * h1 + tx;
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var y1 = d * h1 + b * w1 + ty;
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var x2 = a * w0 + c * h1 + tx;
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var y2 = d * h1 + b * w0 + ty;
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var x3 = a * w0 + c * h0 + tx;
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var y3 = d * h0 + b * w0 + ty;
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var x4 = a * w1 + c * h0 + tx;
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var y4 = d * h0 + b * w1 + ty;
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minX = x1 < minX ? x1 : minX;
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minX = x2 < minX ? x2 : minX;
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minX = x3 < minX ? x3 : minX;
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minX = x4 < minX ? x4 : minX;
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minY = y1 < minY ? y1 : minY;
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minY = y2 < minY ? y2 : minY;
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minY = y3 < minY ? y3 : minY;
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minY = y4 < minY ? y4 : minY;
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maxX = x1 > maxX ? x1 : maxX;
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maxX = x2 > maxX ? x2 : maxX;
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maxX = x3 > maxX ? x3 : maxX;
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maxX = x4 > maxX ? x4 : maxX;
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maxY = y1 > maxY ? y1 : maxY;
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maxY = y2 > maxY ? y2 : maxY;
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maxY = y3 > maxY ? y3 : maxY;
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maxY = y4 > maxY ? y4 : maxY;
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}
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2014-02-06 00:19:46 +00:00
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var bounds = this._bounds;
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bounds.x = minX;
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bounds.width = maxX - minX;
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bounds.y = minY;
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bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
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this._currentBounds = bounds;
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return bounds;
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};
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/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
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2014-11-08 19:26:16 +00:00
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* @param renderSession {RenderSession}
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2015-04-17 02:20:32 +00:00
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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2014-02-06 00:19:46 +00:00
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* @private
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*/
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2015-04-17 02:20:32 +00:00
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PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)
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2014-02-06 00:19:46 +00:00
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{
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// if the sprite is not visible or the alpha is 0 then no need to render this element
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2014-11-18 12:36:11 +00:00
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if (!this.visible || this.alpha <= 0 || !this.renderable) return;
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2014-11-08 19:26:16 +00:00
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2015-04-17 02:20:32 +00:00
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// They provided an alternative rendering matrix, so use it
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var wt = this.worldTransform;
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2014-02-06 00:19:46 +00:00
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2015-04-17 02:20:32 +00:00
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if (matrix)
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{
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wt = matrix;
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}
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// A quick check to see if this element has a mask or a filter.
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2015-03-05 19:26:53 +00:00
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if (this._mask || this._filters)
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2014-02-06 00:19:46 +00:00
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{
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var spriteBatch = renderSession.spriteBatch;
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2014-07-01 14:03:46 +00:00
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// push filter first as we need to ensure the stencil buffer is correct for any masking
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2015-03-05 19:26:53 +00:00
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if (this._filters)
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2014-07-01 14:03:46 +00:00
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{
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spriteBatch.flush();
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renderSession.filterManager.pushFilter(this._filterBlock);
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}
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2015-03-05 19:26:53 +00:00
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if (this._mask)
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2014-02-06 00:19:46 +00:00
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{
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spriteBatch.stop();
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renderSession.maskManager.pushMask(this.mask, renderSession);
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spriteBatch.start();
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}
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// add this sprite to the batch
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spriteBatch.render(this);
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// now loop through the children and make sure they get rendered
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2015-04-17 02:20:32 +00:00
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for (var i = 0; i < this.children.length; i++)
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2014-02-06 00:19:46 +00:00
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{
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this.children[i]._renderWebGL(renderSession);
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}
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// time to stop the sprite batch as either a mask element or a filter draw will happen next
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spriteBatch.stop();
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2015-03-05 19:26:53 +00:00
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if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
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if (this._filters) renderSession.filterManager.popFilter();
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2014-11-08 19:26:16 +00:00
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2014-02-06 00:19:46 +00:00
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spriteBatch.start();
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}
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else
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{
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2015-04-17 02:20:32 +00:00
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renderSession.spriteBatch.render(this, wt);
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2014-02-06 00:19:46 +00:00
|
|
|
|
2015-04-17 02:20:32 +00:00
|
|
|
// Render children!
|
|
|
|
for (var i = 0; i < this.children.length; i++)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2015-04-17 02:20:32 +00:00
|
|
|
this.children[i]._renderWebGL(renderSession, wt);
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
2014-11-08 19:26:16 +00:00
|
|
|
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Renders the object using the Canvas renderer
|
|
|
|
*
|
|
|
|
* @method _renderCanvas
|
2014-11-08 19:26:16 +00:00
|
|
|
* @param renderSession {RenderSession}
|
2015-04-17 02:20:32 +00:00
|
|
|
* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
|
2014-02-06 00:19:46 +00:00
|
|
|
* @private
|
|
|
|
*/
|
2015-04-17 02:20:32 +00:00
|
|
|
PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2014-07-10 13:46:48 +00:00
|
|
|
// If the sprite is not visible or the alpha is 0 then no need to render this element
|
2014-11-18 12:36:11 +00:00
|
|
|
if (this.visible === false || this.alpha === 0 || this.renderable === false || this.texture.crop.width <= 0 || this.texture.crop.height <= 0) return;
|
2014-11-08 19:26:16 +00:00
|
|
|
|
2015-04-17 02:20:32 +00:00
|
|
|
// They provided an alternative rendering matrix, so use it
|
|
|
|
var wt = this.worldTransform;
|
|
|
|
|
|
|
|
if (matrix)
|
|
|
|
{
|
|
|
|
wt = matrix;
|
|
|
|
}
|
|
|
|
|
2014-07-09 04:40:50 +00:00
|
|
|
if (this.blendMode !== renderSession.currentBlendMode)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
|
|
|
renderSession.currentBlendMode = this.blendMode;
|
2014-07-10 13:46:48 +00:00
|
|
|
renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
|
2014-07-09 04:40:50 +00:00
|
|
|
if (this._mask)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2014-10-10 19:36:04 +00:00
|
|
|
renderSession.maskManager.pushMask(this._mask, renderSession);
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
|
2014-07-09 04:40:50 +00:00
|
|
|
// Ignore null sources
|
2014-07-10 13:46:48 +00:00
|
|
|
if (this.texture.valid)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2014-10-10 19:36:04 +00:00
|
|
|
var resolution = this.texture.baseTexture.resolution / renderSession.resolution;
|
|
|
|
|
2014-07-10 13:46:48 +00:00
|
|
|
renderSession.context.globalAlpha = this.worldAlpha;
|
2014-02-06 00:19:46 +00:00
|
|
|
|
2014-12-01 14:18:31 +00:00
|
|
|
// If smoothingEnabled is supported and we need to change the smoothing property for this texture
|
|
|
|
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
|
|
|
|
{
|
|
|
|
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
|
|
|
|
renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
|
|
|
|
}
|
2015-03-05 19:26:53 +00:00
|
|
|
|
2014-12-01 14:18:31 +00:00
|
|
|
// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
|
|
|
|
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
|
|
|
|
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
|
2015-03-05 19:26:53 +00:00
|
|
|
|
2014-07-10 13:46:48 +00:00
|
|
|
// Allow for pixel rounding
|
2014-02-09 13:36:02 +00:00
|
|
|
if (renderSession.roundPixels)
|
2014-02-09 03:48:31 +00:00
|
|
|
{
|
2015-04-21 04:11:19 +00:00
|
|
|
renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, (wt.tx * renderSession.resolution) | 0, (wt.ty * renderSession.resolution) | 0);
|
2014-12-01 14:18:31 +00:00
|
|
|
dx = dx | 0;
|
|
|
|
dy = dy | 0;
|
2014-02-09 03:48:31 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2015-04-21 04:11:19 +00:00
|
|
|
renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, wt.tx * renderSession.resolution, wt.ty * renderSession.resolution);
|
2014-02-09 03:48:31 +00:00
|
|
|
}
|
|
|
|
|
2014-07-09 04:40:50 +00:00
|
|
|
if (this.tint !== 0xFFFFFF)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2014-07-09 04:40:50 +00:00
|
|
|
if (this.cachedTint !== this.tint)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
|
|
|
this.cachedTint = this.tint;
|
|
|
|
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
|
|
|
|
}
|
|
|
|
|
2014-07-10 13:46:48 +00:00
|
|
|
renderSession.context.drawImage(
|
|
|
|
this.tintedTexture,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
this.texture.crop.width,
|
|
|
|
this.texture.crop.height,
|
2014-10-10 19:36:04 +00:00
|
|
|
dx / resolution,
|
|
|
|
dy / resolution,
|
|
|
|
this.texture.crop.width / resolution,
|
|
|
|
this.texture.crop.height / resolution);
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2014-07-10 13:46:48 +00:00
|
|
|
renderSession.context.drawImage(
|
|
|
|
this.texture.baseTexture.source,
|
|
|
|
this.texture.crop.x,
|
|
|
|
this.texture.crop.y,
|
|
|
|
this.texture.crop.width,
|
|
|
|
this.texture.crop.height,
|
2014-10-10 19:36:04 +00:00
|
|
|
dx / resolution,
|
|
|
|
dy / resolution,
|
|
|
|
this.texture.crop.width / resolution,
|
|
|
|
this.texture.crop.height / resolution);
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-03-05 19:26:53 +00:00
|
|
|
for (var i = 0; i < this.children.length; i++)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2014-07-10 13:46:48 +00:00
|
|
|
this.children[i]._renderCanvas(renderSession);
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
|
2014-07-09 04:40:50 +00:00
|
|
|
if (this._mask)
|
2014-02-06 00:19:46 +00:00
|
|
|
{
|
2014-10-10 19:36:04 +00:00
|
|
|
renderSession.maskManager.popMask(renderSession);
|
2014-02-06 00:19:46 +00:00
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2013-08-28 06:02:55 +00:00
|
|
|
// some helper functions..
|
|
|
|
|
|
|
|
/**
|
2013-12-23 04:19:52 +00:00
|
|
|
*
|
2013-08-28 06:02:55 +00:00
|
|
|
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
|
|
|
|
* The frame ids are created when a Texture packer file has been loaded
|
|
|
|
*
|
|
|
|
* @method fromFrame
|
|
|
|
* @static
|
|
|
|
* @param frameId {String} The frame Id of the texture in the cache
|
|
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
|
|
|
|
*/
|
|
|
|
PIXI.Sprite.fromFrame = function(frameId)
|
|
|
|
{
|
2013-12-23 04:19:52 +00:00
|
|
|
var texture = PIXI.TextureCache[frameId];
|
2015-03-05 19:26:53 +00:00
|
|
|
|
|
|
|
if (!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
|
|
|
|
|
2013-12-23 04:19:52 +00:00
|
|
|
return new PIXI.Sprite(texture);
|
|
|
|
};
|
2013-08-28 06:02:55 +00:00
|
|
|
|
|
|
|
/**
|
2013-12-23 04:19:52 +00:00
|
|
|
*
|
2013-08-28 06:02:55 +00:00
|
|
|
* Helper function that creates a sprite that will contain a texture based on an image url
|
|
|
|
* If the image is not in the texture cache it will be loaded
|
|
|
|
*
|
|
|
|
* @method fromImage
|
|
|
|
* @static
|
|
|
|
* @param imageId {String} The image url of the texture
|
|
|
|
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
|
|
|
|
*/
|
2014-02-13 23:13:10 +00:00
|
|
|
PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
|
2013-08-28 06:02:55 +00:00
|
|
|
{
|
2014-02-13 23:13:10 +00:00
|
|
|
var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
|
2015-03-05 19:26:53 +00:00
|
|
|
|
2013-12-23 04:19:52 +00:00
|
|
|
return new PIXI.Sprite(texture);
|
|
|
|
};
|