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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< a href = "Phaser.Tile.html" > Tile< / a >
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< h1 class = "page-title" > Source: gameobjects/Sprite.js< / h1 >
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< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
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* @class Phaser.Sprite
*
* @classdesc Create a new `Sprite` object. Sprites are the lifeblood of your game, used for nearly everything visual.
*
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* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite 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.
*/
Phaser.Sprite = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
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/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
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this.exists = true;
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/**
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* @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering.
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* @default
*/
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this.alive = true;
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/**
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* @property {Phaser.Group} group - The parent Group of this Sprite. This is usually set after Sprite instantiation by the parent.
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*/
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this.group = null;
/**
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* @property {string} name - The user defined name given to this Sprite.
* @default
*/
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this.name = '';
/**
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* @property {number} type - The const type of this object.
* @readonly
*/
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this.type = Phaser.SPRITE;
/**
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* @property {number} renderOrderID - Used by the Renderer and Input Manager to control picking order.
* @default
*/
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this.renderOrderID = -1;
/**
* If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc.
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* The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called.
* @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed.
* @default
*/
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this.lifespan = 0;
/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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*/
this.events = new Phaser.Events(this);
/**
* @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
*/
this.animations = new Phaser.AnimationManager(this);
/**
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* @property {Phaser.InputHandler} input - The Input Handler Component.
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*/
this.input = new Phaser.InputHandler(this);
/**
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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.
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*/
this.key = key;
/**
* @property {Phaser.Frame} currentFrame - A reference to the currently displayed frame.
*/
this.currentFrame = null;
if (key instanceof Phaser.RenderTexture)
{
PIXI.Sprite.call(this, key);
this.currentFrame = this.game.cache.getTextureFrame(key.name);
}
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else if (key instanceof Phaser.BitmapData)
{
PIXI.Sprite.call(this, key.texture, key.textureFrame);
this.currentFrame = key.textureFrame;
}
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else if (key instanceof PIXI.Texture)
{
PIXI.Sprite.call(this, key);
this.currentFrame = frame;
}
else
{
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if (key === null || typeof key === 'undefined')
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{
key = '__default';
this.key = key;
}
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else if (typeof key === 'string' & & this.game.cache.checkImageKey(key) === false)
{
key = '__missing';
this.key = key;
}
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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);
}
}
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/**
* The rectangular area from the texture that will be rendered.
* @property {Phaser.Rectangle} textureRegion
*/
this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height);
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/**
* 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
*
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* @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place.
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*/
this.anchor = new Phaser.Point();
/**
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* @property {number} x - The x coordinate in world space of this Sprite.
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*/
this.x = x;
/**
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* @property {number} y - The y coordinate in world space of this Sprite.
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*/
this.y = y;
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this.position.x = x;
this.position.y = y;
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/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
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/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
*
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
/**
* @property {Phaser.Point} scale - The scale of the Sprite when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc.
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*/
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this.scale = new Phaser.Point(1, 1);
/**
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* @property {object} _cache - A mini cache for storing all of the calculated values.
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* @private
*/
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this._cache = {
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dirty: false,
// Transform cache
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a00: -1,
a01: -1,
a02: -1,
a10: -1,
a11: -1,
a12: -1,
id: -1,
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// Input specific transform cache
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i01: -1,
i10: -1,
idi: -1,
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// Bounds check
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left: null,
right: null,
top: null,
bottom: null,
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// delta cache
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prevX: x,
prevY: y,
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// The previous calculated position
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x: -1,
y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1,
scaleY: 1,
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// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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width: this.currentFrame.sourceSizeW,
height: this.currentFrame.sourceSizeH,
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// The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size
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halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2),
halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2),
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// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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calcWidth: -1,
calcHeight: -1,
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// The current frame details
// frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height,
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frameID: -1,
frameWidth: this.currentFrame.width,
frameHeight: this.currentFrame.height,
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// If this sprite visible to the camera (regardless of being set to visible or not)
cameraVisible: true,
// Crop cache
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cropX: 0,
cropY: 0,
cropWidth: this.currentFrame.sourceSizeW,
cropHeight: this.currentFrame.sourceSizeH
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};
/**
* @property {Phaser.Point} offset - Corner point defaults. Should not typically be modified.
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*/
this.offset = new Phaser.Point();
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/**
* @property {Phaser.Point} center - A Point containing the center coordinate of the Sprite. Takes rotation and scale into account.
*/
this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2));
/**
* @property {Phaser.Point} topLeft - A Point containing the top left coordinate of the Sprite. Takes rotation and scale into account.
*/
this.topLeft = new Phaser.Point(x, y);
/**
* @property {Phaser.Point} topRight - A Point containing the top right coordinate of the Sprite. Takes rotation and scale into account.
*/
this.topRight = new Phaser.Point(x + this._cache.width, y);
/**
* @property {Phaser.Point} bottomRight - A Point containing the bottom right coordinate of the Sprite. Takes rotation and scale into account.
*/
this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height);
/**
* @property {Phaser.Point} bottomLeft - A Point containing the bottom left coordinate of the Sprite. Takes rotation and scale into account.
*/
this.bottomLeft = new Phaser.Point(x, y + this._cache.height);
/**
* This Rectangle object fully encompasses the Sprite and is updated in real-time.
* The bounds is the full bounding area after rotation and scale have been taken into account. It should not be modified directly.
* It's used for Camera culling and physics body alignment.
* @property {Phaser.Rectangle} bounds
*/
this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height);
/**
* @property {Phaser.Physics.Arcade.Body} body - By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates.
*/
this.body = new Phaser.Physics.Arcade.Body(this);
/**
* @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites.
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*/
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this.health = 1;
/**
* @property {boolean} inWorld - This value is set to true if the Sprite is positioned within the World, otherwise false.
*/
this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds);
/**
* @property {number} inWorldThreshold - A threshold value applied to the inWorld check. If you don't want a Sprite to be considered "out of the world" until at least 100px away for example then set it to 100.
* @default
*/
this.inWorldThreshold = 0;
/**
* @property {boolean} outOfBoundsKill - If true the Sprite is killed as soon as Sprite.inWorld is false.
* @default
*/
this.outOfBoundsKill = false;
/**
* @property {boolean} _outOfBoundsFired - Internal flag.
* @private
* @default
*/
this._outOfBoundsFired = false;
/**
* A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
* @default
*/
this.fixedToCamera = false;
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/**
* @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
*/
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this.cameraOffset = new Phaser.Point();
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/**
* You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide.
* The crop is only applied if you have set Sprite.cropEnabled to true.
* @property {Phaser.Rectangle} crop - The crop Rectangle applied to the Sprite texture before rendering.
* @default
*/
this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
/**
* @property {boolean} cropEnabled - If true the Sprite.crop property is used to crop the texture before render. Set to false to disable.
* @default
*/
this.cropEnabled = false;
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this.updateCache();
this.updateBounds();
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};
// 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.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
*
* @method Phaser.Sprite#preUpdate
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.preUpdate = function() {
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if (!this.exists || (this.group & & !this.group.exists))
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{
this.renderOrderID = -1;
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// Skip children if not exists
return false;
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}
if (this.lifespan > 0)
{
this.lifespan -= this.game.time.elapsed;
if (this.lifespan < = 0)
{
this.kill();
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return false;
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}
}
this._cache.dirty = false;
if (this.visible)
{
this.renderOrderID = this.game.world.currentRenderOrderID++;
}
this.updateCache();
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this.updateAnimation();
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this.updateCrop();
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// Re-run the camera visibility check
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if (this._cache.dirty || this.world.x !== this._cache.prevX || this.world.y !== this._cache.prevY)
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{
this.updateBounds();
}
if (this.body)
{
this.body.preUpdate();
}
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return true;
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};
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/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateCache
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateCache = function() {
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this._cache.prevX = this.world.x;
this._cache.prevY = this.world.y;
if (this.fixedToCamera)
{
this.x = this.game.camera.view.x + this.cameraOffset.x;
this.y = this.game.camera.view.y + this.cameraOffset.y;
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10 || this.worldTransform[0] != this._cache.a00 || this.worldTransform[41] != this._cache.a11)
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{
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this._cache.a00 = this.worldTransform[0]; // scaleX a |a c tx|
this._cache.a01 = this.worldTransform[1]; // skewY c |b d ty|
this._cache.a10 = this.worldTransform[3]; // skewX b |0 0 1|
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this._cache.a11 = this.worldTransform[4]; // scaleY d
this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks)
this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks)
this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit?
this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit?
this._cache.a01 *= -1;
this._cache.a10 *= -1;
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this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10);
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this._cache.dirty = true;
}
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this._cache.a02 = this.worldTransform[2]; // translateX tx
this._cache.a12 = this.worldTransform[5]; // translateY ty
};
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/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateAnimation
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateAnimation = function() {
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if (this.animations.update() || (this.currentFrame & & this.currentFrame.uuid != this._cache.frameID))
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{
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this._cache.frameID = this.currentFrame.uuid;
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this._cache.frameWidth = this.texture.frame.width;
this._cache.frameHeight = this.texture.frame.height;
this._cache.width = this.currentFrame.width;
this._cache.height = this.currentFrame.height;
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this._cache.halfWidth = Math.floor(this._cache.width / 2);
this._cache.halfHeight = Math.floor(this._cache.height / 2);
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this._cache.dirty = true;
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}
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};
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/**
* Internal function called by preUpdate.
*
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* @method Phaser.Sprite#updateCrop
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* @memberof Phaser.Sprite
*/
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Phaser.Sprite.prototype.updateCrop = function() {
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// This only runs if crop is enabled
if (this.cropEnabled & & (this.crop.width != this._cache.cropWidth || this.crop.height != this._cache.cropHeight || this.crop.x != this._cache.cropX || this.crop.y != this._cache.cropY))
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{
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this.crop.floorAll();
this._cache.cropX = this.crop.x;
this._cache.cropY = this.crop.y;
this._cache.cropWidth = this.crop.width;
this._cache.cropHeight = this.crop.height;
this.texture.frame = this.crop;
this.texture.width = this.crop.width;
this.texture.height = this.crop.height;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
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}
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};
/**
* Internal function called by preUpdate.
*
* @method Phaser.Sprite#updateBounds
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.updateBounds = function() {
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this.offset.setTo(this._cache.a02 - (this.anchor.x * this.width), this._cache.a12 - (this.anchor.y * this.height));
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this.getLocalPosition(this.center, this.offset.x + (this.width / 2), this.offset.y + (this.height / 2));
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.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);
this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
this.updateFrame = true;
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if (this.inWorld === false)
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{
// 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);
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if (this.inWorld === false)
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{
this.events.onOutOfBounds.dispatch(this);
this._outOfBoundsFired = true;
if (this.outOfBoundsKill)
{
this.kill();
}
}
}
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this._cache.cameraVisible;
}
// Update our physics bounds
if (this.body)
{
this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY);
}
};
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/**
* Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale.
* Mostly only used internally.
*
* @method Phaser.Sprite#getLocalPosition
* @memberof Phaser.Sprite
* @param {Phaser.Point} p - The Point object to store the results in.
* @param {number} x - x coordinate within the Sprite to translate.
* @param {number} y - x coordinate within the Sprite to translate.
* @param {number} sx - Scale factor to be applied.
* @param {number} sy - Scale factor to be applied.
* @return {Phaser.Point} The translated point.
*/
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Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
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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.scale.x) + 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.scale.y) + this._cache.a12;
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return p;
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};
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/**
* Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale.
* Mostly only used internally by the Input Manager, but also useful for custom hit detection.
*
* @method Phaser.Sprite#getLocalUnmodifiedPosition
* @memberof Phaser.Sprite
* @param {Phaser.Point} p - The Point object to store the results in.
* @param {number} x - x coordinate within the Sprite to translate.
* @param {number} y - x coordinate within the Sprite to translate.
* @return {Phaser.Point} The translated point.
*/
Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) {
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p.x = (this._cache.a11 * this._cache.idi * gx + -this._cache.i01 * this._cache.idi * gy + (this._cache.a12 * this._cache.i01 - this._cache.a02 * this._cache.a11) * this._cache.idi) + (this.anchor.x * this._cache.width);
p.y = (this._cache.a00 * this._cache.idi * gy + -this._cache.i10 * this._cache.idi * gx + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.i10) * this._cache.idi) + (this.anchor.y * this._cache.height);
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return p;
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};
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/**
* Resets the Sprite.crop value back to the frame dimensions.
*
* @method Phaser.Sprite#resetCrop
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.resetCrop = function() {
this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
this.texture.setFrame(this.crop);
this.cropEnabled = false;
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};
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/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.Sprite#postUpdate
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.postUpdate = function() {
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if (this.key instanceof Phaser.BitmapData & & this.key._dirty)
{
this.key.render();
}
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if (this.exists)
{
// The sprite is positioned in this call, after taking into consideration motion updates and collision
if (this.body)
{
this.body.postUpdate();
}
if (this.fixedToCamera)
{
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this._cache.x = this.game.camera.view.x + this.cameraOffset.x;
this._cache.y = this.game.camera.view.y + this.cameraOffset.y;
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}
else
{
this._cache.x = this.x;
this._cache.y = this.y;
}
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this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
this.position.x = this._cache.x;
this.position.y = this._cache.y;
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}
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};
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/**
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Sprite#loadTexture
* @memberof Phaser.Sprite
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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.
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* @param {string|number} frame - If this Sprite 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.
*/
Phaser.Sprite.prototype.loadTexture = function (key, frame) {
this.key = key;
if (key instanceof Phaser.RenderTexture)
{
this.currentFrame = this.game.cache.getTextureFrame(key.name);
}
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else if (key instanceof Phaser.BitmapData)
{
this.setTexture(key.texture);
this.currentFrame = key.textureFrame;
}
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else if (key instanceof PIXI.Texture)
{
this.currentFrame = frame;
}
else
{
if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false)
{
key = '__default';
this.key = key;
}
if (this.game.cache.isSpriteSheet(key))
{
this.animations.loadFrameData(this.game.cache.getFrameData(key));
if (typeof frame !== 'undefined')
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
}
else
{
this.currentFrame = this.game.cache.getFrame(key);
this.setTexture(PIXI.TextureCache[key]);
}
}
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};
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/**
* Moves the sprite so its center is located on the given x and y coordinates.
* Doesn't change the anchor point of the sprite.
*
* @method Phaser.Sprite#centerOn
* @memberof Phaser.Sprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.centerOn = function(x, y) {
this.x = x + (this.x - this.center.x);
this.y = y + (this.y - this.center.y);
return this;
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};
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/**
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
* A resurrected Sprite has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
*
* @method Phaser.Sprite#revive
* @memberof Phaser.Sprite
* @param {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.revive = function(health) {
if (typeof health === 'undefined') { health = 1; }
this.alive = true;
this.exists = true;
this.visible = true;
this.health = health;
if (this.events)
{
this.events.onRevived.dispatch(this);
}
return this;
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};
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/**
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
* If you don't need this Sprite any more you should call Sprite.destroy instead.
*
* @method Phaser.Sprite#kill
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.kill = function() {
this.alive = false;
this.exists = false;
this.visible = false;
if (this.events)
{
this.events.onKilled.dispatch(this);
}
return this;
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};
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/**
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Sprite#destroy
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.destroy = function() {
if (this.group)
{
this.group.remove(this);
}
if (this.input)
{
this.input.destroy();
}
if (this.events)
{
this.events.destroy();
}
if (this.animations)
{
this.animations.destroy();
}
this.alive = false;
this.exists = false;
this.visible = false;
this.game = null;
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};
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/**
* Damages the Sprite, this removes the given amount from the Sprites health property.
* If health is then taken below zero Sprite.kill is called.
*
* @method Phaser.Sprite#damage
* @memberof Phaser.Sprite
* @param {number} amount - The amount to subtract from the Sprite.health value.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.damage = function(amount) {
if (this.alive)
{
this.health -= amount;
if (this.health < 0)
{
this.kill();
}
}
return this;
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};
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/**
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
* If the Sprite has a physics body that too is reset.
*
* @method Phaser.Sprite#reset
* @memberof Phaser.Sprite
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.reset = function(x, y, health) {
if (typeof health === 'undefined') { health = 1; }
this.x = x;
this.y = y;
this.position.x = this.x;
this.position.y = this.y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
this._outOfBoundsFired = false;
this.health = health;
if (this.body)
{
this.body.reset();
}
return this;
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};
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/**
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Sprite#bringToTop
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.bringToTop = function() {
if (this.group)
{
this.group.bringToTop(this);
}
else
{
this.game.world.bringToTop(this);
}
return this;
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};
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/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.Sprite#play
* @memberof Phaser.Sprite
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
if (this.animations)
{
return this.animations.play(name, frameRate, loop, killOnComplete);
}
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};
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/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
* @name Phaser.Sprite#angle
* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
*/
Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
/**
* @name Phaser.Sprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
get: function () {
return this.animations.frame;
},
set: function (value) {
this.animations.frame = value;
}
});
/**
* @name Phaser.Sprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
get: function () {
return this.animations.frameName;
},
set: function (value) {
this.animations.frameName = value;
}
});
/**
* @name Phaser.Sprite#inCamera
* @property {boolean} inCamera - Is this sprite visible to the camera or not?
* @readonly
*/
Object.defineProperty(Phaser.Sprite.prototype, "inCamera", {
get: function () {
return this._cache.cameraVisible;
}
});
/**
* The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
* If you wish to crop the Sprite instead see the Sprite.crop value.
*
* @name Phaser.Sprite#width
* @property {number} width - The width of the Sprite in pixels.
*/
Object.defineProperty(Phaser.Sprite.prototype, 'width', {
get: function() {
return this.scale.x * this.currentFrame.width;
},
set: function(value) {
this.scale.x = value / this.currentFrame.width;
this._cache.scaleX = value / this.currentFrame.width;
this._width = value;
}
});
/**
* The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired.
* If you wish to crop the Sprite instead see the Sprite.crop value.
*
* @name Phaser.Sprite#height
* @property {number} height - The height of the Sprite in pixels.
*/
Object.defineProperty(Phaser.Sprite.prototype, 'height', {
get: function() {
return this.scale.y * this.currentFrame.height;
},
set: function(value) {
this.scale.y = value / this.currentFrame.height;
this._cache.scaleY = value / this.currentFrame.height;
this._height = value;
}
});
/**
* By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this Sprite instance and it will then start to process click/touch events and more.
*
* @name Phaser.Sprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false.
*/
Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", {
get: function () {
return (this.input.enabled);
},
set: function (value) {
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console.log('inputEnabled', value, this.input);
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if (value)
{
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if (this.input.enabled === false)
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{
this.input.start();
}
}
else
{
if (this.input.enabled)
{
this.input.stop();
}
}
}
});
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