phaser/src/gameobjects/components/Texture.js

95 lines
2.5 KiB
JavaScript
Raw Normal View History

2018-02-12 16:01:20 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 8; // 1000
2018-02-01 01:09:34 +00:00
/**
* Provides methods used for getting and setting the texture of a Game Object.
*
* @name Phaser.GameObjects.Components.Texture
* @since 3.0.0
*/
var Texture = {
2018-02-01 01:09:34 +00:00
/**
* The Texture this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.Texture#texture
* @type {Phaser.Textures.Texture}
* @since 3.0.0
*/
texture: null,
2018-02-01 01:09:34 +00:00
/**
* The Texture Frame this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.Texture#frame
* @type {Phaser.Textures.Frame}
* @since 3.0.0
*/
frame: null,
2018-02-01 01:09:34 +00:00
/**
* Sets the texture and frame this Game Object will use to render with.
*
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
*
2018-02-01 01:36:52 +00:00
* @method Phaser.GameObjects.Components.Texture#setTexture
2018-02-01 01:09:34 +00:00
* @since 3.0.0
*
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
* @param {string|integer} [frame] - The name or index of the frame within the Texture.
*
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
*/
setTexture: function (key, frame)
{
this.texture = this.scene.sys.textures.get(key);
return this.setFrame(frame);
},
2018-02-01 01:09:34 +00:00
/**
* Sets the frame this Game Object will use to render with.
*
* The Frame has to belong to the current Texture being used.
*
* It can be either a string or an index.
*
2018-02-01 01:36:52 +00:00
* @method Phaser.GameObjects.Components.Texture#setFrame
2018-02-01 01:09:34 +00:00
* @since 3.0.0
*
* @param {string|integer} frame - The name or index of the frame within the Texture.
*
* @return {Phaser.GameObjects.GameObject} This Game Object instance.
*/
setFrame: function (frame)
{
this.frame = this.texture.get(frame);
if (!this.frame.cutWidth || !this.frame.cutHeight)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
if (this.frame.customPivot)
{
this.setOrigin(this.frame.pivotX, this.frame.pivotY);
}
return this;
}
};
module.exports = Texture;