phaser/src/gameobjects/sprite/Sprite.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 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');
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var GameObject = require('../GameObject');
var GameObjectEvents = require('../events');
var SpriteRender = require('./SpriteRender');
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/**
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* @classdesc
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* A Sprite Game Object.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
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* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
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* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
*
* @class Sprite
* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
* @since 3.0.0
*
* @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.Mask
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* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.TextureCrop
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* @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.
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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|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
var Sprite = new Class({
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Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
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Components.Flip,
Components.GetBounds,
Components.Mask,
Components.Origin,
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Components.Pipeline,
Components.ScrollFactor,
Components.Size,
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Components.TextureCrop,
Components.Tint,
Components.Transform,
Components.Visible,
SpriteRender
],
initialize:
function Sprite (scene, x, y, texture, frame)
{
GameObject.call(this, scene, 'Sprite');
/**
* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
*
* @name Phaser.GameObjects.Sprite#_crop
* @type {object}
* @private
* @since 3.11.0
*/
this._crop = this.resetCropObject();
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/**
* The Animation State component of this Sprite.
*
* This component provides features to apply animations to this Sprite.
* It is responsible for playing, loading, queuing animations for later playback,
* mixing between animations and setting the current animation frame to this Sprite.
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*
* @name Phaser.GameObjects.Sprite#anims
* @type {Phaser.GameObjects.Components.AnimationState}
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* @since 3.0.0
*/
this.anims = new Components.AnimationState(this);
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this.setTexture(texture, frame);
this.setPosition(x, y);
this.setSizeToFrame();
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this.setOriginFromFrame();
this.initPipeline();
this.on(GameObjectEvents.ADDED_TO_SCENE, this.addedToScene, this);
this.on(GameObjectEvents.REMOVED_FROM_SCENE, this.removedFromScene, this);
},
// Overrides Game Object method
addedToScene: function ()
{
this.scene.sys.updateList.add(this);
},
// Overrides Game Object method
removedFromScene: function ()
{
this.scene.sys.updateList.remove(this);
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},
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/**
* Update this Sprite's animations.
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*
* @method Phaser.GameObjects.Sprite#preUpdate
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* @protected
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* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
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*/
preUpdate: function (time, delta)
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{
this.anims.update(time, delta);
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},
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/**
* Start playing the given animation on this Sprite.
*
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* Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
*
* The benefit of a global animation is that multiple Sprites can all play the same animation, without
* having to duplicate the data. You can just create it once and then play it on any Sprite.
*
* The following code shows how to create a global repeating animation. The animation will be created
* from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
*
* ```javascript
* var config = {
* key: 'run',
* frames: 'muybridge',
* frameRate: 15,
* repeat: -1
* };
*
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* // This code should be run from within a Scene:
* this.anims.create(config);
* ```
*
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* However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
* you can call the `Animation.create` method instead. It accepts the exact same parameters as when
* creating a global animation, however the resulting data is kept locally in this Sprite.
*
* With the animation created, either globally or locally, you can now play it on this Sprite:
*
* ```javascript
* this.add.sprite(x, y).play('run');
* ```
*
* Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config
* object instead:
*
* ```javascript
* this.add.sprite(x, y).play({ key: 'run', frameRate: 24 });
* ```
*
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* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* If you need a Sprite to be able to play both local and global animations, make sure they don't
* have conflicting keys.
*
* See the documentation for the `PlayAnimationConfig` config object for more details about this.
*
* Also, see the documentation in the Animation Manager for further details on creating animations.
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*
* @method Phaser.GameObjects.Sprite#play
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
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* @since 3.0.0
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
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*
* @return {this} This Game Object.
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*/
play: function (key, ignoreIfPlaying)
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{
return this.anims.play(key, ignoreIfPlaying);
},
/**
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* Start playing the given animation on this Sprite, in reverse.
*
* Animations in Phaser can either belong to the global Animation Manager, or specifically to this Sprite.
*
* The benefit of a global animation is that multiple Sprites can all play the same animation, without
* having to duplicate the data. You can just create it once and then play it on any Sprite.
*
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* The following code shows how to create a global repeating animation. The animation will be created
* from all of the frames within the sprite sheet that was loaded with the key 'muybridge':
*
* ```javascript
* var config = {
* key: 'run',
* frames: 'muybridge',
* frameRate: 15,
* repeat: -1
* };
*
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* // This code should be run from within a Scene:
* this.anims.create(config);
* ```
*
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* However, if you wish to create an animation that is unique to this Sprite, and this Sprite alone,
* you can call the `Animation.create` method instead. It accepts the exact same parameters as when
* creating a global animation, however the resulting data is kept locally in this Sprite.
*
* With the animation created, either globally or locally, you can now play it on this Sprite:
*
* ```javascript
* this.add.sprite(x, y).playReverse('run');
* ```
*
* Alternatively, if you wish to run it at a different frame rate, for example, you can pass a config
* object instead:
*
* ```javascript
* this.add.sprite(x, y).playReverse({ key: 'run', frameRate: 24 });
* ```
*
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* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* If you need a Sprite to be able to play both local and global animations, make sure they don't
* have conflicting keys.
*
* See the documentation for the `PlayAnimationConfig` config object for more details about this.
*
* Also, see the documentation in the Animation Manager for further details on creating animations.
*
* @method Phaser.GameObjects.Sprite#playReverse
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
*
* @return {this} This Game Object.
*/
playReverse: function (key, ignoreIfPlaying)
{
return this.anims.playReverse(key, ignoreIfPlaying);
},
/**
* Waits for the specified delay, in milliseconds, then starts playback of the given animation.
*
* If the animation _also_ has a delay value set in its config, it will be **added** to the delay given here.
*
* If an animation is already running and a new animation is given to this method, it will wait for
* the given delay before starting the new animation.
*
* If no animation is currently running, the given one begins after the delay.
*
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* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* Prior to Phaser 3.50 this method was called 'delayedPlay'.
*
* @method Phaser.GameObjects.Components.Animation#playAfterDelay
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
* @param {integer} delay - The delay, in milliseconds, to wait before starting the animation playing.
*
* @return {this} This Game Object.
*/
playAfterDelay: function (key, delay)
{
return this.anims.playAfterDelay(key, delay);
},
/**
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* Waits for the current animation to complete the `repeatCount` number of repeat cycles, then starts playback
* of the given animation.
*
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* You can use this to ensure there are no harsh jumps between two sets of animations, i.e. going from an
* idle animation to a walking animation, by making them blend smoothly into each other.
*
* If no animation is currently running, the given one will start immediately.
*
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* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* @method Phaser.GameObjects.Components.Animation#playAfterRepeat
* @fires Phaser.Animations.Events#ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_START
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_START
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig)} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object.
* @param {integer} [repeatCount=1] - How many times should the animation repeat before the next one starts?
*
* @return {this} This Game Object.
*/
playAfterRepeat: function (key, repeatCount)
{
return this.anims.playAfterRepeat(key, repeatCount);
},
/**
* Sets an animation, or an array of animations, to be played immediately after the current one completes or stops.
*
* The current animation must enter a 'completed' state for this to happen, i.e. finish all of its repeats, delays, etc,
* or have the `stop` method called directly on it.
*
* An animation set to repeat forever will never enter a completed state.
*
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* You can chain a new animation at any point, including before the current one starts playing, during it,
* or when it ends (via its `animationcomplete` event).
*
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* Chained animations are specific to a Game Object, meaning different Game Objects can have different chained
* animations without impacting the animation they're playing.
*
* Call this method with no arguments to reset all currently chained animations.
*
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* When playing an animation on a Sprite it will first check to see if it can find a matching key
* locally within the Sprite. If it can, it will play the local animation. If not, it will then
* search the global Animation Manager and look for it there.
*
* @method Phaser.GameObjects.Sprite#chain
* @since 3.50.0
*
* @param {(string|Phaser.Animations.Animation|Phaser.Types.Animations.PlayAnimationConfig|string[]|Phaser.Animations.Animation[]|Phaser.Types.Animations.PlayAnimationConfig[])} key - The string-based key of the animation to play, or an Animation instance, or a `PlayAnimationConfig` object, or an array of them.
*
* @return {this} This Game Object.
*/
chain: function (key)
{
return this.anims.chain(key);
},
/**
* Immediately stops the current animation from playing and dispatches the `ANIMATION_STOP` events.
*
* If no animation is playing, no event will be dispatched.
*
* If there is another animation queued (via the `chain` method) then it will start playing immediately.
*
* @method Phaser.GameObjects.Sprite#stop
* @fires Phaser.Animations.Events#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
* @since 3.50.0
*
* @return {this} This Game Object.
*/
stop: function ()
{
return this.anims.stop();
},
/**
* Stops the current animation from playing after the specified time delay, given in milliseconds.
*
* It then dispatches the `ANIMATION_STOP` series of events.
*
* If no animation is running, no events will be dispatched.
*
* If there is another animation in the queue (set via the `chain` method) then it will start playing,
* when the current one stops.
*
* @method Phaser.GameObjects.Sprite#stopAfterDelay
* @fires Phaser.Animations.Events#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
* @since 3.50.0
*
* @param {integer} delay - The number of milliseconds to wait before stopping this animation.
*
* @return {this} This Game Object.
*/
stopAfterDelay: function (delay)
{
return this.anims.stopAfterDelay(delay);
},
/**
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* Stops the current animation from playing after the given number of repeats.
*
* It then dispatches the `ANIMATION_STOP` series of events.
*
* If no animation is running, no events will be dispatched.
*
* If there is another animation in the queue (set via the `chain` method) then it will start playing,
* when the current one stops.
*
* @method Phaser.GameObjects.Sprite#stopAfterRepeat
* @fires Phaser.Animations.Events#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
* @since 3.50.0
*
* @param {integer} [repeatCount=1] - How many times should the animation repeat before stopping?
*
* @return {this} This Game Object.
*/
stopAfterRepeat: function (repeatCount)
{
return this.anims.stopAfterRepeat(repeatCount);
},
/**
* Stops the current animation from playing when it next sets the given frame.
* If this frame doesn't exist within the animation it will not stop it from playing.
*
* It then dispatches the `ANIMATION_STOP` series of events.
*
* If no animation is running, no events will be dispatched.
*
* If there is another animation in the queue (set via the `chain` method) then it will start playing,
* when the current one stops.
*
* @method Phaser.GameObjects.Sprite#stopOnFrame
* @fires Phaser.Animations.Events#ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_STOP
* @fires Phaser.Animations.Events#SPRITE_ANIMATION_KEY_STOP
* @since 3.50.0
*
* @param {Phaser.Animations.AnimationFrame} frame - The frame to check before stopping this animation.
*
* @return {this} This Game Object.
*/
stopOnFrame: function (frame)
{
return this.anims.stopOnFrame(frame);
},
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/**
* Build a JSON representation of this Sprite.
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*
* @method Phaser.GameObjects.Sprite#toJSON
* @since 3.0.0
*
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* @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
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*/
toJSON: function ()
{
return Components.ToJSON(this);
},
/**
* Handles the pre-destroy step for the Sprite, which removes the Animation component.
*
* @method Phaser.GameObjects.Sprite#preDestroy
* @private
* @since 3.14.0
*/
preDestroy: function ()
{
this.anims.destroy();
this.anims = undefined;
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}
});
module.exports = Sprite;