phaser/src/gameobjects/nineslice/NineSlice.js

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2022-09-27 17:42:50 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2022 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var GetFastValue = require('../../utils/object/GetFastValue');
var RenderTexture = require('../rendertexture/RenderTexture');
/**
* @classdesc
* TODO
*
* @class NineSlice
* @extends Phaser.GameObjects.RenderTexture
* @memberof Phaser.GameObjects
* @constructor
* @since 3.60.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.ComputedSize
* @extends Phaser.GameObjects.Components.Crop
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.FX
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @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|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.
* @param {(string|number)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var NineSlice = new Class({
Extends: RenderTexture,
initialize:
function NineSlice (scene, x, y, width, height, slices)
{
RenderTexture.call(this, scene, x, y, width, height);
this.type = 'NineSlice';
this.create(slices);
// this.setSizeToFrame();
},
create: function (slices)
{
var x = 0;
var y = 0;
var width = this.width;
var height = this.height;
var alpha = 1;
var tint = 0xffffff;
var textureManager = this.textureManager;
var topLeft = textureManager.parseFrame(GetFastValue(slices, 'topLeft', null));
var topBg = textureManager.parseFrame(GetFastValue(slices, 'topBackground', null));
var topRight = textureManager.parseFrame(GetFastValue(slices, 'topRight', null));
var leftBg = textureManager.parseFrame(GetFastValue(slices, 'left', null));
var rightBg = textureManager.parseFrame(GetFastValue(slices, 'right', null));
// var background = textureManager.parseFrame(GetFastValue(slices, 'background', null));
var botLeft = textureManager.parseFrame(GetFastValue(slices, 'botLeft', null));
var botBg = textureManager.parseFrame(GetFastValue(slices, 'botBackground', null));
var botRight = textureManager.parseFrame(GetFastValue(slices, 'botRight', null));
var topLeftPos = { x: x, y: y };
var topRightPos = { x: x + width, y: y };
var topPos = { x: x, y: y, w: width };
var botLeftPos = { x: x, y: y + height };
var botRightPos = { x: x + width, y: y + height };
var botPos = { x: x, y: y + height, w: width };
var leftPos = { x: x, y: y, h: height };
var rightPos = { x: x + width, y: y, h: height };
if (topLeft)
{
topPos.x += topLeft.width;
topPos.w -= topLeft.width;
leftPos.y += topLeft.height;
leftPos.h -= topLeft.height;
}
if (topRight)
{
topRightPos.x -= topRight.width;
topPos.w -= topRight.width;
rightPos.y += topRight.height;
rightPos.h -= topRight.height;
}
if (botBg)
{
botPos.y -= botBg.height;
}
if (botLeft)
{
botLeftPos.y -= botLeft.height;
botPos.x += botLeft.width;
botPos.w -= botLeft.width;
leftPos.h -= botLeft.height;
}
if (botRight)
{
botRightPos.x -= botRight.width;
botRightPos.y -= botRight.height;
botPos.w -= botRight.width;
rightPos.h -= botRight.height;
}
if (rightBg)
{
rightPos.x -= rightBg.width;
}
// console.log('topLeftPos', topLeftPos);
// console.log('topRightPos', topRightPos);
// console.log('topPos', topPos);
// console.log('botLeftPos', botLeftPos);
// console.log('botRightPos', botRightPos);
// console.log('botPos', botPos);
// console.log('leftPos', leftPos);
// console.log('rightPos', rightPos);
var stamp = this.resetStamp(alpha, tint);
this.clear();
this.beginDraw();
// None of these need cropping:
if (topLeft)
{
stamp.setFrame(topLeft);
this.drawGameObject(stamp, topLeftPos.x, topLeftPos.y);
}
if (topRight)
{
stamp.setFrame(topRight);
this.drawGameObject(stamp, topRightPos.x, topRightPos.y);
}
if (botLeft)
{
stamp.setFrame(botLeft);
this.drawGameObject(stamp, botLeftPos.x, botLeftPos.y);
}
if (botRight)
{
stamp.setFrame(botRight);
this.drawGameObject(stamp, botRightPos.x, botRightPos.y);
}
// These all use crop if they don't fit perfectly
if (topBg)
{
this.repeat(topBg, null, topPos.x, topPos.y, topPos.w, topBg.height, alpha, tint, true);
}
if (leftBg)
{
this.repeat(leftBg, null, leftPos.x, leftPos.y, leftBg.width, leftPos.h, alpha, tint, true);
}
if (rightBg)
{
this.repeat(rightBg, null, rightPos.x, rightPos.y, rightBg.width, rightPos.h, alpha, tint, true);
}
if (botBg)
{
this.repeat(botBg, null, botPos.x, botPos.y, botPos.w, botBg.height, alpha, tint, true);
}
this.endDraw();
return this;
}
});
module.exports = NineSlice;