phaser/src/gameobjects/Image.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
* @class Phaser.Image
* @extends PIXI.Sprite
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - The texture used by the Image 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.
* @param {string|number} frame - If this Image 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.
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*/
Phaser.Image = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
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/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.IMAGE;
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
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Phaser.Utils.mixinPrototype(this, Phaser.Component.Core.prototype);
var components = [
'Angle',
'Animation',
'AutoCull',
'Bounds',
'BringToTop',
'Crop',
'Destroy',
'FixedToCamera',
'InputEnabled',
'LifeSpan',
'LoadTexture',
'Overlap',
'Reset',
'Smoothed'
];
Phaser.Component.Core.install.call(this, components);
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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};
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Image.prototype.constructor = Phaser.Image;
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Phaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.Image.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
* Automatically called by World.preUpdate.
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*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.Image.prototype.preUpdate = function() {
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if (!this.preUpdateInWorld())
{
return false;
}
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return this.preUpdateCore();
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};