phaser/v3/merge/components/BaseTransform.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A BaseTransform class that you can use when extending Game Objects.
* Hides away the 'private' stuff and exposes only the useful getters and setters
*
* @class
*/
Phaser.Component.BaseTransform = function (x, y)
{
this.transform = new Phaser.Component.Transform(this, x, y);
};
Phaser.Component.BaseTransform.prototype.constructor = Phaser.Component.BaseTransform;
Object.defineProperties(Phaser.Component.BaseTransform.prototype, {
x: {
enumerable: true,
get: function ()
{
return this.transform._posX;
},
set: function (value)
{
this.transform._posX = value;
this.transform.dirty = true;
}
},
y: {
enumerable: true,
get: function ()
{
return this.transform._posY;
},
set: function (value)
{
this.transform._posY = value;
this.transform.dirty = true;
}
},
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scale: {
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enumerable: true,
get: function ()
{
return this.transform._scaleX;
},
set: function (value)
{
this.transform._scaleX = value;
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this.transform._scaleY = value;
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this.transform.dirty = true;
this.transform.updateCache();
}
},
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scaleX: {
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enumerable: true,
get: function ()
{
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return this.transform._scaleX;
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},
set: function (value)
{
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this.transform._scaleX = value;
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this.transform.dirty = true;
this.transform.updateCache();
}
},
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scaleY: {
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enumerable: true,
get: function ()
{
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return this.transform._scaleY;
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},
set: function (value)
{
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this.transform._scaleY = value;
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this.transform.dirty = true;
this.transform.updateCache();
}
},
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anchor: {
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enumerable: true,
get: function ()
{
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return this.transform._anchorX;
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},
set: function (value)
{
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this.transform._anchorX = value;
this.transform._anchorY = value;
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}
},
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anchorX: {
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enumerable: true,
get: function ()
{
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return this.transform._anchorX;
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},
set: function (value)
{
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this.transform._anchorX = value;
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}
},
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anchorY: {
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enumerable: true,
get: function ()
{
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return this.transform._anchorY;
},
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set: function (value)
{
this.transform._anchorY = value;
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}
},
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pivotX: {
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enumerable: true,
get: function ()
{
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return this.transform._pivotX;
},
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set: function (value)
{
this.transform._pivotX = value;
this.transform.dirty = true;
this.transform.updateCache();
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}
},
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pivotY: {
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enumerable: true,
get: function ()
{
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return this.transform._pivotY;
},
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set: function (value)
{
this.transform._pivotY = value;
this.transform.dirty = true;
this.transform.updateCache();
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}
},
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angle: {
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enumerable: true,
get: function ()
{
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return Phaser.Math.wrapAngle(this.rotation * Phaser.Math.RAD_TO_DEG);
},
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set: function (value)
{
this.rotation = Phaser.Math.wrapAngle(value) * Phaser.Math.DEG_TO_RAD;
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}
},
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rotation: {
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enumerable: true,
get: function ()
{
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return this.transform._rotation;
},
set: function (value)
{
if (this.transform._rotation === value)
{
return;
}
this.transform._rotation = value;
this.transform.dirty = true;
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if (this.transform._rotation % Phaser.Math.PI2)
{
this.transform.cache.sr = Math.sin(this.transform._rotation);
this.transform.cache.cr = Math.cos(this.transform._rotation);
this.transform.updateCache();
this.transform.hasLocalRotation = true;
}
else
{
this.transform.hasLocalRotation = false;
}
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}
}
});