phaser/src/physics/impact/ImpactImage.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
var Class = require('../../utils/Class');
var Components = require('./components');
var Image = require('../../gameobjects/image/Image');
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/**
* @classdesc
* An Impact Physics Image Game Object.
*
* An Image is a light-weight Game Object useful for the display of static images in your game,
* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
*
* @class ImpactImage
* @extends Phaser.GameObjects.Image
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* @memberof Phaser.Physics.Impact
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* @constructor
* @since 3.0.0
*
* @extends Phaser.Physics.Impact.Components.Acceleration
* @extends Phaser.Physics.Impact.Components.BodyScale
* @extends Phaser.Physics.Impact.Components.BodyType
* @extends Phaser.Physics.Impact.Components.Bounce
* @extends Phaser.Physics.Impact.Components.CheckAgainst
* @extends Phaser.Physics.Impact.Components.Collides
* @extends Phaser.Physics.Impact.Components.Debug
* @extends Phaser.Physics.Impact.Components.Friction
* @extends Phaser.Physics.Impact.Components.Gravity
* @extends Phaser.Physics.Impact.Components.Offset
* @extends Phaser.Physics.Impact.Components.SetGameObject
* @extends Phaser.Physics.Impact.Components.Velocity
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Texture
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
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* @param {Phaser.Physics.Impact.World} world - The physics world of the Impact physics system.
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* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
var ImpactImage = new Class({
Extends: Image,
Mixins: [
Components.Acceleration,
Components.BodyScale,
Components.BodyType,
Components.Bounce,
Components.CheckAgainst,
Components.Collides,
Components.Debug,
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Components.Friction,
Components.Gravity,
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Components.Offset,
Components.SetGameObject,
Components.Velocity
],
initialize:
function ImpactImage (world, x, y, texture, frame)
{
Image.call(this, world.scene, x, y, texture, frame);
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/**
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* The Physics Body linked to an ImpactImage.
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*
* @name Phaser.Physics.Impact.ImpactImage#body
* @type {Phaser.Physics.Impact.Body}
* @since 3.0.0
*/
this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height);
this.body.parent = this;
this.body.gameObject = this;
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/**
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* The size of the physics Body.
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*
* @name Phaser.Physics.Impact.ImpactImage#size
* @type {{x: number, y: number}}
* @since 3.0.0
*/
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this.size = this.body.size;
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/**
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* The X and Y offset of the Body from the left and top of the Image.
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*
* @name Phaser.Physics.Impact.ImpactImage#offset
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.offset = this.body.offset;
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/**
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* The velocity, or rate of change the Body's position. Measured in pixels per second.
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*
* @name Phaser.Physics.Impact.ImpactImage#vel
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.vel = this.body.vel;
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/**
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* The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
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*
* @name Phaser.Physics.Impact.ImpactImage#accel
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.accel = this.body.accel;
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/**
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* Friction between colliding bodies.
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*
* @name Phaser.Physics.Impact.ImpactImage#friction
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.friction = this.body.friction;
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/**
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* The maximum velocity of the body.
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*
* @name Phaser.Physics.Impact.ImpactImage#maxVel
* @type {{x: number, y: number}}
* @since 3.0.0
*/
this.maxVel = this.body.maxVel;
}
});
module.exports = ImpactImage;