2017-01-22 22:54:06 +00:00
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2017-02-23 03:54:54 +00:00
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var Class = require('../../utils/Class');
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2017-01-22 22:54:06 +00:00
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var GameObject = require('../GameObject');
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2017-02-23 03:54:54 +00:00
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var Components = require('../../components');
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var BlitterRender = require('./BlitterRender');
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var Bob = require('./Bob');
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2017-01-22 22:54:06 +00:00
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/**
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* A Blitter Game Object.
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2017-01-22 22:54:06 +00:00
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*
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* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
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2017-02-01 00:43:38 +00:00
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* These objects can be thought of as just texture frames with a position and nothing more.
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2017-01-24 12:55:45 +00:00
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* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
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2017-02-01 00:43:38 +00:00
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* They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them.
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*
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* @class Blitter
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* @extends Phaser.GameObject
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {string} [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.
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* @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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*/
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var Blitter = new Class({
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.ScaleMode,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.RenderPass,
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Components.Visible,
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BlitterRender
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],
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initialize:
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function Blitter (state, x, y, texture, frame)
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{
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GameObject.call(this, state);
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.children = new Components.Children(this);
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this.renderList = [];
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this.dirty = false;
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this.initRenderPassComponent();
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},
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// frame MUST be part of the Blitter texture
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create: function (x, y, frame, visible, index)
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{
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if (frame === undefined) { frame = this.frame; }
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if (visible === undefined) { visible = true; }
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if (index === undefined) { index = this.children.length; }
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if (typeof frame === 'string')
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{
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frame = this.texture.get(frame);
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}
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var bob = new Bob(this, x, y, frame, visible);
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this.children.addAt(bob, index, false);
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this.dirty = true;
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return bob;
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},
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// frame MUST be part of the Blitter texture
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createFromCallback: function (callback, quantity, frame, visible)
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{
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var bobs = this.createMultiple(quantity, frame, visible);
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for (var i = 0; i < bobs.length; i++)
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{
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var bob = bobs[i];
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callback.call(this, bob, i);
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}
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return bobs;
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},
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// frame MUST be part of the Blitter texture
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createMultiple: function (quantity, frame, visible)
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{
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if (frame === undefined) { frame = this.frame; }
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if (visible === undefined) { visible = true; }
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if (!Array.isArray(frame))
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{
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frame = [ frame ];
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}
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var bobs = [];
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var _this = this;
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frame.forEach(function (singleFrame)
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{
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for (var i = 0; i < quantity; i++)
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{
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bobs.push(_this.create(0, 0, singleFrame, visible));
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}
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});
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return bobs;
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},
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childCanRender: function (child)
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{
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return (child.visible && child.alpha > 0);
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},
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getRenderList: function ()
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{
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if (this.dirty)
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{
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this.renderList = this.children.list.filter(this.childCanRender, this);
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this.dirty = false;
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}
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return this.renderList;
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},
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clear: function ()
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{
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this.children.removeAll();
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this.dirty = true;
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}
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});
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module.exports = Blitter;
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