2022-09-27 17:42:50 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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2022-12-02 18:07:20 +00:00
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var GameObject = require('../GameObject');
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var Components = require('../components');
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var NineSliceRender = require('./NineSliceRender');
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var Vertex = require('../../geom/mesh/Vertex');
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2022-09-27 17:42:50 +00:00
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/**
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* @classdesc
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2022-12-05 22:58:49 +00:00
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* A Nine Slice Game Object allows you to have a Sprite that can be stretched
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* both horizontally and vertically but that retains fixed-sized corners.
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* This is useful for UI and Button-like elements.
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*
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* A B
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* +---+----------------------+---+
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* C | 1 | 2 | 3 |
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* +---+----------------------+---+
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* | | | |
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* | 4 | 5 | 6 |
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* | | | |
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* +---+----------------------+---+
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* D | 7 | 8 | 9 |
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* +---+----------------------+---+
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*
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* When changing this objects width and/or height:
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*
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* areas 1, 3, 7 and 9 will remain unscaled.
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* areas 2 and 8 will be stretched horizontally
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* areas 4 and 6 will be stretched vertically
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* area 5 will be stretched both horizontally and vertically
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*
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* You can also have a 3 slice:
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*
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* This works in a similar way, except you can only stretch it horizontally.
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* Therefore, it requires less configuration:
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*
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* A B
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* +---+----------------------+---+
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* | | | |
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* C | 1 | 2 | 3 |
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* | | | |
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* +---+----------------------+---+
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*
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* When changing this objects width:
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*
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* areas 1 and 3 will remain unscaled.
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* area 2 will be stretched horizontally
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*
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* The above configuration concept is adapted from the Pixi NiceSlicePlane.
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*
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* @class NineSlice
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.60.0
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*
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* @extends Phaser.GameObjects.Components.AlphaSingle
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.FX
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {(string|Phaser.Textures.Texture)} texture - The key, or instance of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|number)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {number} [width=256] - The width of the NineSlice Game Object in pixels. This is the width you want it displayed as, in game.
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* @param {number} [height=256] - The height of the NineSlice Game Object in pixels. This is the height you want it displayed as, in game.
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* @param {number} [leftWidth=0] - The size of the left vertical column (A). Set to zero to disable this column.
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* @param {number} [rightWidth=0] - The size of the right vertical column (B). Set to zero to disable this column.
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* @param {number} [topHeight=0] - The size of the top horiztonal row (C). Set to zero to disable this row.
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* @param {number} [bottomHeight=0] - The size of the bottom horiztonal row (D). Set to zero to disable this row.
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*/
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var NineSlice = new Class({
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Extends: GameObject,
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Mixins: [
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Components.AlphaSingle,
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Components.BlendMode,
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Components.Depth,
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Components.FX,
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Components.GetBounds,
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Components.Mask,
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Components.Origin,
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Components.Pipeline,
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Components.ScrollFactor,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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NineSliceRender
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],
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initialize:
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function NineSlice (scene, x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight)
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{
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if (width === undefined) { width = 256; }
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if (height === undefined) { height = 256; }
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if (leftWidth === undefined) { leftWidth = 0; }
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if (rightWidth === undefined) { rightWidth = 0; }
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if (topHeight === undefined) { topHeight = 0; }
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if (bottomHeight === undefined) { bottomHeight = 0; }
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GameObject.call(this, scene, 'NineSlice');
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this._width = width;
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this._height = height;
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this.vertices = [];
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for (var i = 0; i < 54; i++)
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{
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this.vertices.push(new Vertex());
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}
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this.setPosition(x, y);
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this.setTexture(texture, frame);
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// size of the left vertical bar (A)
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this.leftWidth = leftWidth;
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// size of the right vertical bar (B)
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this.rightWidth = rightWidth;
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// size of the top horizontal bar (C)
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this.topHeight = topHeight;
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// size of the bottom horizontal bar (D)
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this.bottomHeight = bottomHeight;
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/**
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* The tint value being applied to the top-left vertice of the Game Object.
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* This value is interpolated from the corner to the center of the Game Object.
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* The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.
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*
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* @name Phaser.GameObjects.Components.Tint#tint
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* @type {number}
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* @default 0xffffff
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* @since 3.60.0
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*/
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this.tint = 0xffffff;
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/**
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* The tint fill mode.
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*
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* `false` = An additive tint (the default), where vertices colors are blended with the texture.
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* `true` = A fill tint, where the vertices colors replace the texture, but respects texture alpha.
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*
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* @name Phaser.GameObjects.Components.Tint#tintFill
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* @type {boolean}
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* @default false
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* @since 3.60.0
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*/
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this.tintFill = false;
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this.updateVertices();
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this.updateUVs();
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this.initPipeline();
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},
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is3Slice: function ()
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{
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return (this.vertices.length < 54);
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},
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is9Slice: function ()
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{
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return (this.vertices.length === 54);
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},
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updateUVs: function ()
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{
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var left = this.leftWidth;
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var right = this.rightWidth;
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var top = this.topHeight;
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var bot = this.bottomHeight;
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var width = this.frame.width;
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var height = this.frame.height;
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// Top Left
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this.updateQuadUVs(0, 0, 0, left / width, top / height);
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// Top Center
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this.updateQuadUVs(6, left / width, 0, 1 - (right / width), top / height);
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// Top Right
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this.updateQuadUVs(12, 1 - (right / width), 0, 1, top / height);
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// Center Left
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this.updateQuadUVs(18, 0, top / height, left / width, 1 - (bot / height));
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// Center
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this.updateQuadUVs(24, left / width, top / height, 1 - right / width, 1 - (bot / height));
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// Center Right
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this.updateQuadUVs(30, 1 - right / width, top / height, 1, 1 - (bot / height));
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// Bottom Left
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this.updateQuadUVs(36, 0, 1 - bot / height, left / width, 1);
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// Bottom Center
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this.updateQuadUVs(42, left / width, 1 - bot / height, 1 - right / width, 1);
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// Bottom Right
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this.updateQuadUVs(48, 1 - right / width, 1 - bot / height, 1, 1);
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},
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updateVertices: function ()
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{
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var left = this.leftWidth;
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var right = this.rightWidth;
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var top = this.topHeight;
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var bot = this.bottomHeight;
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var width = this.width;
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var height = this.height;
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// Top Left - Index 0 - 5
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this.updateQuad(0, -0.5, 0.5, -0.5 + (left / width), 0.5 - (top / height));
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// Top Center - Index 6 - 11
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this.updateQuad(6, -0.5 + (left / width), 0.5, 0.5 - (right / width), 0.5 - (top / height));
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// Top Right - Index 12 - 17
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this.updateQuad(12, 0.5 - (right / width), 0.5, 0.5, 0.5 - (top / height));
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// Center Left - Index 18 - 23
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this.updateQuad(18, -0.5, 0.5 - (top / height), -0.5 + (left / width), -0.5 + (bot / height));
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// Center - Index 24 - 29
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this.updateQuad(24, -0.5 + (left / width), 0.5 - (top / height), 0.5 - (right / width), -0.5 + (bot / height));
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// Center Right - Index 30 - 35
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this.updateQuad(30, 0.5 - (right / width), 0.5 - (top / height), 0.5, -0.5 + (bot / height));
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// Bottom Left - Index 36 - 41
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this.updateQuad(36, -0.5, -0.5 + (bot / height), -0.5 + (left / width), -0.5);
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// Bottom Center - Index 42 - 47
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this.updateQuad(42, -0.5 + (left / width), -0.5 + (bot / height), 0.5 - (right / width), -0.5);
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// Bottom Right - Index 48 - 53
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this.updateQuad(48, 0.5 - (right / width), -0.5 + (bot / height), 0.5, -0.5);
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},
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updateQuad: function (offset, x1, y1, x2, y2)
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{
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var width = this.width;
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var height = this.height;
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var verts = this.vertices;
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verts[offset + 0].resize(x1, y1, width, height);
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verts[offset + 1].resize(x1, y2, width, height);
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verts[offset + 2].resize(x2, y1, width, height);
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verts[offset + 3].resize(x1, y2, width, height);
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verts[offset + 4].resize(x2, y2, width, height);
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verts[offset + 5].resize(x2, y1, width, height);
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},
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updateQuadUVs: function (offset, u1, v1, u2, v2)
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{
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var verts = this.vertices;
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verts[offset + 0].setUVs(u1, v1);
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verts[offset + 1].setUVs(u1, v2);
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verts[offset + 2].setUVs(u2, v1);
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verts[offset + 3].setUVs(u1, v2);
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verts[offset + 4].setUVs(u2, v2);
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verts[offset + 5].setUVs(u2, v1);
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},
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2022-12-07 18:29:40 +00:00
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/**
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* Clears all tint values associated with this Game Object.
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*
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* Immediately sets the color values back to 0xffffff and the tint type to 'additive',
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* which results in no visible change to the texture.
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*
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* @method Phaser.GameObjects.Components.Tint#clearTint
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* @webglOnly
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* @since 3.0.0
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*
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* @return {this} This Game Object instance.
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*/
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clearTint: function ()
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{
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this.setTint(0xffffff);
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return this;
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},
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/**
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* Sets an additive tint on this Game Object.
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*
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* The tint works by taking the pixel color values from the Game Objects texture, and then
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* multiplying it by the color value of the tint.
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*
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* To modify the tint color once set, either call this method again with new values or use the
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* `tint` property.
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*
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* To remove a tint call `clearTint`, or call this method with no parameters.
|
|
|
|
*
|
|
|
|
* To swap this from being an additive tint to a fill based tint set the property `tintFill` to `true`.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Components.Tint#setTint
|
|
|
|
* @webglOnly
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
|
|
|
* @param {number} [color=0xffffff] - The tint being applied to the entire Game Object.
|
|
|
|
*
|
|
|
|
* @return {this} This Game Object instance.
|
|
|
|
*/
|
|
|
|
setTint: function (color)
|
|
|
|
{
|
|
|
|
if (color === undefined) { color = 0xffffff; }
|
|
|
|
|
|
|
|
this.tint = color;
|
|
|
|
|
|
|
|
this.tintFill = false;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets a fill-based tint on this Game Object.
|
|
|
|
*
|
|
|
|
* Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture
|
|
|
|
* with those in the tint. You can use this for effects such as making a player flash 'white'
|
|
|
|
* if hit by something. The whole Game Object will be rendered in the given color.
|
|
|
|
*
|
|
|
|
* To modify the tint color once set, either call this method again with new values or use the
|
|
|
|
* `tint` property.
|
|
|
|
*
|
|
|
|
* To remove a tint call `clearTint`, or call this method with no parameters.
|
|
|
|
*
|
|
|
|
* To swap this from being a fill-tint to an additive tint set the property `tintFill` to `false`.
|
|
|
|
*
|
|
|
|
* @method Phaser.GameObjects.Components.Tint#setTintFill
|
|
|
|
* @webglOnly
|
|
|
|
* @since 3.11.0
|
|
|
|
*
|
|
|
|
* @param {number} [color=0xffffff] - The tint being applied to the entire Game Object.
|
|
|
|
*
|
|
|
|
* @return {this} This Game Object instance.
|
|
|
|
*/
|
|
|
|
setTintFill: function (color)
|
|
|
|
{
|
|
|
|
this.setTint(color);
|
|
|
|
|
|
|
|
this.tintFill = true;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Does this Game Object have a tint applied?
|
|
|
|
*
|
|
|
|
* It checks to see if the tint property is set to a value other than 0xffffff.
|
|
|
|
* This indicates that a Game Object is tinted.
|
|
|
|
*
|
|
|
|
* @name Phaser.GameObjects.Components.Tint#isTinted
|
|
|
|
* @type {boolean}
|
|
|
|
* @webglOnly
|
|
|
|
* @readonly
|
|
|
|
* @since 3.11.0
|
|
|
|
*/
|
|
|
|
isTinted: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return (this.tint !== 0xffffff);
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* The displayed width of this Game Object.
|
|
|
|
*
|
|
|
|
* Setting this value will adjust the way in which this Nine Slice
|
|
|
|
* object scales horizontally, if configured to do so.
|
|
|
|
*
|
|
|
|
* @name Phaser.GameObjects.NiceSlice#width
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.60.0
|
|
|
|
*/
|
|
|
|
width: {
|
|
|
|
|
|
|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this._width;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this._width = value;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-06 22:48:26 +00:00
|
|
|
this.updateVertices();
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* The displayed height of this Game Object.
|
|
|
|
*
|
|
|
|
* Setting this value will adjust the way in which this Nine Slice
|
|
|
|
* object scales vertically, if configured to do so.
|
|
|
|
*
|
|
|
|
* @name Phaser.GameObjects.NiceSlice#height
|
|
|
|
* @type {number}
|
|
|
|
* @since 3.60.0
|
|
|
|
*/
|
|
|
|
height: {
|
|
|
|
|
|
|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this._height;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this._height = value;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-06 22:48:26 +00:00
|
|
|
this.updateVertices();
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* The displayed width of this Game Object.
|
|
|
|
*
|
|
|
|
* This value takes into account the scale factor.
|
|
|
|
*
|
|
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
|
|
*
|
2022-12-06 22:48:26 +00:00
|
|
|
* @name Phaser.GameObjects.NineSlice#displayWidth
|
2022-12-05 22:58:49 +00:00
|
|
|
* @type {number}
|
2022-12-06 22:48:26 +00:00
|
|
|
* @since 3.60.0
|
2022-12-05 22:58:49 +00:00
|
|
|
*/
|
|
|
|
displayWidth: {
|
|
|
|
|
|
|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this.scaleX * this.width;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this.scaleX = value / this.width;
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* The displayed height of this Game Object.
|
|
|
|
*
|
|
|
|
* This value takes into account the scale factor.
|
|
|
|
*
|
|
|
|
* Setting this value will adjust the Game Object's scale property.
|
|
|
|
*
|
2022-12-06 22:48:26 +00:00
|
|
|
* @name Phaser.GameObjects.NineSlice#displayHeight
|
2022-12-05 22:58:49 +00:00
|
|
|
* @type {number}
|
2022-12-06 22:48:26 +00:00
|
|
|
* @since 3.60.0
|
2022-12-05 22:58:49 +00:00
|
|
|
*/
|
|
|
|
displayHeight: {
|
|
|
|
|
|
|
|
get: function ()
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
return this.scaleY * this.height;
|
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
set: function (value)
|
2022-09-27 17:42:50 +00:00
|
|
|
{
|
2022-12-05 22:58:49 +00:00
|
|
|
this.scaleY = value / this.height;
|
2022-09-27 17:42:50 +00:00
|
|
|
}
|
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
},
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
/**
|
|
|
|
* Sets the internal size of this Game Object, as used for frame or physics body creation.
|
|
|
|
*
|
|
|
|
* This will not change the size that the Game Object is rendered in-game.
|
|
|
|
* For that you need to either set the scale of the Game Object (`setScale`) or call the
|
|
|
|
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
|
|
|
|
* to do so by giving pixel values.
|
|
|
|
*
|
|
|
|
* If you have enabled this Game Object for input, changing the size will _not_ change the
|
|
|
|
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
|
|
|
|
*
|
2022-12-06 22:48:26 +00:00
|
|
|
* @method Phaser.GameObjects.NineSlice#setSize
|
|
|
|
* @since 3.60.0
|
2022-12-05 22:58:49 +00:00
|
|
|
*
|
|
|
|
* @param {number} width - The width of this Game Object.
|
|
|
|
* @param {number} height - The height of this Game Object.
|
|
|
|
*
|
|
|
|
* @return {this} This Game Object instance.
|
|
|
|
*/
|
|
|
|
setSize: function (width, height)
|
|
|
|
{
|
|
|
|
this.width = width;
|
|
|
|
this.height = height;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
2022-12-05 22:58:49 +00:00
|
|
|
return this;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Sets the display size of this Game Object.
|
|
|
|
*
|
|
|
|
* Calling this will adjust the scale.
|
|
|
|
*
|
2022-12-06 22:48:26 +00:00
|
|
|
* @method Phaser.GameObjects.NineSlice#setDisplaySize
|
|
|
|
* @since 3.60.0
|
2022-12-05 22:58:49 +00:00
|
|
|
*
|
|
|
|
* @param {number} width - The width of this Game Object.
|
|
|
|
* @param {number} height - The height of this Game Object.
|
|
|
|
*
|
|
|
|
* @return {this} This Game Object instance.
|
|
|
|
*/
|
|
|
|
setDisplaySize: function (width, height)
|
|
|
|
{
|
|
|
|
this.displayWidth = width;
|
|
|
|
this.displayHeight = height;
|
2022-09-27 17:42:50 +00:00
|
|
|
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = NineSlice;
|