2013-05-28 20:38:37 +00:00
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/// <reference path="../Game.ts" />
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/// <reference path="../core/Point.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../core/Circle.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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2013-06-01 00:30:36 +00:00
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/// <reference path="RectangleUtils.ts" />
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2013-05-28 20:38:37 +00:00
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/**
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* Phaser - SpriteUtils
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*
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* A collection of methods useful for manipulating and checking Sprites.
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*/
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module Phaser {
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export class SpriteUtils {
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2013-05-31 17:21:32 +00:00
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static _tempPoint: Point;
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2013-05-31 03:20:49 +00:00
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2013-06-03 02:08:24 +00:00
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/**
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2013-06-06 01:47:08 +00:00
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* Check whether this object is visible in a specific camera Rectangle.
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* @param camera {Rectangle} The Rectangle you want to check.
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* @return {boolean} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false.
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2013-06-03 02:08:24 +00:00
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*/
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static inCamera(camera: Camera, sprite: Sprite): bool {
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// Object fixed in place regardless of the camera scrolling? Then it's always visible
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2013-06-06 01:47:08 +00:00
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if (sprite.transform.scrollFactor.x == 0 && sprite.transform.scrollFactor.y == 0)
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2013-06-03 02:08:24 +00:00
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{
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return true;
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}
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2013-06-06 01:47:08 +00:00
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var dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x);
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var dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y);
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var dw = sprite.width * sprite.transform.scale.x;
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var dh = sprite.height * sprite.transform.scale.y;
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2013-06-03 02:08:24 +00:00
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2013-06-06 01:47:08 +00:00
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return (camera.screenView.x + camera.worldView.width > this._dx) && (camera.screenView.x < this._dx + this._dw) && (camera.screenView.y + camera.worldView.height > this._dy) && (camera.screenView.y < this._dy + this._dh);
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2013-06-03 02:08:24 +00:00
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}
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2013-05-31 03:20:49 +00:00
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static getAsPoints(sprite: Sprite): Phaser.Point[] {
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var out: Phaser.Point[] = [];
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// top left
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out.push(new Point(sprite.x, sprite.y));
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// top right
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out.push(new Point(sprite.x + sprite.width, sprite.y));
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// bottom right
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out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height));
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// bottom left
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out.push(new Point(sprite.x, sprite.y + sprite.height));
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return out;
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}
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2013-05-28 20:38:37 +00:00
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/**
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* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
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* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param objectOrGroup {object} The object or group being tested.
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* @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {boolean} Whether or not the objects overlap this.
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*/
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/*
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static overlaps(objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool {
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if (objectOrGroup.isGroup)
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{
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var results: bool = false;
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var i: number = 0;
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var members = <Group> objectOrGroup.members;
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while (i < length)
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{
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if (this.overlaps(members[i++], inScreenSpace, camera))
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{
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results = true;
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}
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}
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return results;
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}
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if (!inScreenSpace)
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{
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return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) &&
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(objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height);
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}
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if (camera == null)
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{
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camera = this._game.camera;
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}
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var objectScreenPos: Point = objectOrGroup.getScreenXY(null, camera);
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this.getScreenXY(this._point, camera);
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return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
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(objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
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}
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*/
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/**
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* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>Group</code>?
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* This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param X {number} The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param Y {number} The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param objectOrGroup {object} The object or group being tested.
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* @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {boolean} Whether or not the two objects overlap.
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*/
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/*
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static overlapsAt(X: number, Y: number, objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool {
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if (objectOrGroup.isGroup)
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{
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var results: bool = false;
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var basic;
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var i: number = 0;
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var members = objectOrGroup.members;
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while (i < length)
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{
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if (this.overlapsAt(X, Y, members[i++], inScreenSpace, camera))
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{
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results = true;
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}
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}
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return results;
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}
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if (!inScreenSpace)
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{
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return (objectOrGroup.x + objectOrGroup.width > X) && (objectOrGroup.x < X + this.width) &&
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(objectOrGroup.y + objectOrGroup.height > Y) && (objectOrGroup.y < Y + this.height);
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}
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if (camera == null)
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{
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camera = this._game.camera;
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}
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var objectScreenPos: Point = objectOrGroup.getScreenXY(null, Camera);
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2013-06-06 01:47:08 +00:00
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this._point.x = X - camera.scroll.x * this.transform.scrollFactor.x; //copied from getScreenXY()
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this._point.y = Y - camera.scroll.y * this.transform.scrollFactor.y;
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2013-05-28 20:38:37 +00:00
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this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
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this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
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return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
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(objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
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}
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*/
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/**
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* Checks to see if a point in 2D world space overlaps this <code>GameObject</code>.
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*
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* @param point {Point} The point in world space you want to check.
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* @param inScreenSpace {boolean} Whether to take scroll factors into account when checking for overlap.
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the point overlaps this object.
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*/
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2013-06-01 00:30:36 +00:00
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static overlapsPoint(sprite: Sprite, point: Point, inScreenSpace: bool = false, camera: Camera = null): bool {
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2013-05-28 20:38:37 +00:00
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if (!inScreenSpace)
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{
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2013-06-01 00:30:36 +00:00
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return Phaser.RectangleUtils.containsPoint(sprite.body.bounds, point);
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//return (point.x > sprite.x) && (point.x < sprite.x + sprite.width) && (point.y > sprite.y) && (point.y < sprite.y + sprite.height);
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2013-05-28 20:38:37 +00:00
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}
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if (camera == null)
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{
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2013-06-01 00:30:36 +00:00
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camera = sprite.game.camera;
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2013-05-28 20:38:37 +00:00
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}
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2013-06-01 00:30:36 +00:00
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//var x: number = point.x - camera.scroll.x;
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//var y: number = point.y - camera.scroll.y;
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2013-05-28 20:38:37 +00:00
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2013-06-01 00:30:36 +00:00
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//this.getScreenXY(this._point, camera);
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2013-05-28 20:38:37 +00:00
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2013-06-01 00:30:36 +00:00
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//return (x > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
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2013-05-28 20:38:37 +00:00
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}
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/**
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* Check and see if this object is currently on screen.
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*
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {boolean} Whether the object is on screen or not.
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*/
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2013-05-31 17:21:32 +00:00
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static onScreen(sprite: Sprite, camera: Camera = null): bool {
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2013-05-28 20:38:37 +00:00
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if (camera == null)
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{
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2013-05-31 17:21:32 +00:00
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camera = sprite.game.camera;
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2013-05-28 20:38:37 +00:00
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}
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2013-05-31 17:21:32 +00:00
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SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
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2013-05-28 20:38:37 +00:00
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2013-05-31 17:21:32 +00:00
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return (SpriteUtils._tempPoint.x + sprite.width > 0) && (SpriteUtils._tempPoint.x < camera.width) && (SpriteUtils._tempPoint.y + sprite.height > 0) && (SpriteUtils._tempPoint.y < camera.height);
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2013-05-28 20:38:37 +00:00
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}
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/**
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* Call this to figure out the on-screen position of the object.
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*
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2013-06-03 02:08:24 +00:00
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* @param point {Point} Takes a <code>Point</code> object and assigns the post-scrolled X and Y values of this object to it.
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2013-05-28 20:38:37 +00:00
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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2013-05-31 17:21:32 +00:00
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* @return {Point} The <code>Point</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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2013-05-28 20:38:37 +00:00
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*/
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2013-05-31 17:21:32 +00:00
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static getScreenXY(sprite: Sprite, point: Point = null, camera: Camera = null): Point {
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2013-05-28 20:38:37 +00:00
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if (point == null)
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{
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2013-05-31 17:21:32 +00:00
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point = new Point();
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2013-05-28 20:38:37 +00:00
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}
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if (camera == null)
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{
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camera = this._game.camera;
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}
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2013-06-06 01:47:08 +00:00
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point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x;
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point.y = sprite.y - camera.y * sprite.transform.scrollFactor.y;
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2013-05-28 20:38:37 +00:00
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point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
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point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
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return point;
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}
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/**
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* Set the world bounds that this GameObject can exist within based on the size of the current game world.
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*
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* @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP
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*/
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/*
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static setBoundsFromWorld(action?: number = GameObject.OUT_OF_BOUNDS_STOP) {
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this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
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this.outOfBoundsAction = action;
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}
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*/
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/**
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* Handy for reviving game objects.
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* Resets their existence flags and position.
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*
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* @param x {number} The new X position of this object.
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* @param y {number} The new Y position of this object.
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*/
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2013-05-31 17:21:32 +00:00
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static reset(sprite: Sprite, x: number, y: number) {
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sprite.revive();
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sprite.body.touching = Types.NONE;
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sprite.body.wasTouching = Types.NONE;
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sprite.x = x;
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sprite.y = y;
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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2013-05-31 18:28:16 +00:00
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sprite.body.position.x = x;
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sprite.body.position.y = y;
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2013-05-28 20:38:37 +00:00
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}
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2013-06-01 00:30:36 +00:00
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static setOriginToCenter(sprite: Sprite, fromFrameBounds: bool = true, fromBody?: bool = false) {
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if (fromFrameBounds)
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{
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2013-06-06 01:47:08 +00:00
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sprite.transform.origin.setTo(sprite.width / 2, sprite.height / 2);
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2013-06-01 00:30:36 +00:00
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}
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else if (fromBody)
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{
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2013-06-06 01:47:08 +00:00
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sprite.transform.origin.setTo(sprite.body.bounds.halfWidth, sprite.body.bounds.halfHeight);
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2013-06-01 00:30:36 +00:00
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}
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}
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2013-05-28 20:38:37 +00:00
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/**
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* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
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* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
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* it can be stopped from leaving the world, or a section of it.
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*
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* @param x {number} x position of the bound
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* @param y {number} y position of the bound
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* @param width {number} width of its bound
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* @param height {number} height of its bound
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*/
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static setBounds(x: number, y: number, width: number, height: number) {
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//this.worldBounds = new Quad(x, y, width, height);
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}
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/**
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* This function creates a flat colored square image dynamically.
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* @param width {number} The width of the sprite you want to generate.
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* @param height {number} The height of the sprite you want to generate.
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* @param [color] {number} specifies the color of the generated block. (format is 0xAARRGGBB)
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* @return {Sprite} Sprite instance itself.
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*/
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/*
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static makeGraphic(width: number, height: number, color: string = 'rgb(255,255,255)'): Sprite {
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this._texture = null;
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this.width = width;
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this.height = height;
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this.fillColor = color;
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this._dynamicTexture = false;
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return this;
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}
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*/
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}
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}
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