phaser/src/gameobjects/Image.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Image
*
* @classdesc Create a new `Image` object.
*
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this Sprite 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.
*/
Phaser.Image = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.IMAGE;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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.
*/
this.key = key;
this.currentFrame = new Phaser.Rectangle();
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
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this.loadTexture(key, frame);
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this.position.x = x;
this.position.y = y;
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
*
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
/**
* A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
* Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.
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* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
* @default
*/
this.fixedToCamera = false;
};
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Image.prototype.constructor = Phaser.Image;
/**
* Automatically called by World.preUpdate.
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*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.Image.prototype.preUpdate = function() {
if (!this.exists || !this.parent.exists)
{
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
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return true;
};
/**
* Internal function called by the World postUpdate cycle.
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*
* @method Phaser.Image#postUpdate
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* @memberof Phaser.Image
*/
Phaser.Image.prototype.postUpdate = function() {
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if (this.key instanceof Phaser.BitmapData && this.key._dirty)
{
this.key.render();
}
if (this.fixedToCamera)
{
this.position.x = this.game.camera.view.x + this.x;
this.position.y = this.game.camera.view.y + this.y;
}
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};
/**
* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
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*
* @method Phaser.Image#inWorld
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* @memberof Phaser.Image
* @return {boolean} True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
*/
Phaser.Image.prototype.inWorld = function() {
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return this.game.world.bounds.intersects(this.getBounds());
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};
/**
* Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
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*
* @method Phaser.Image#inCamera
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* @memberof Phaser.Image
* @return {boolean} True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
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*/
Phaser.Image.prototype.inCamera = function() {
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return this.game.world.camera.screenView.intersects(this.getBounds());
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};
/**
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Image#loadTexture
* @memberof Phaser.Image
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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.
* @param {string|number} frame - If this Sprite 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.
*/
Phaser.Image.prototype.loadTexture = function (key, frame) {
this.key = key;
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frame = frame || 0;
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if (key instanceof Phaser.RenderTexture)
{
// this.game.cache.getTextureFrame(key.name).clone(this.currentFrame);
// WOKWOKSK
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}
else if (key instanceof Phaser.BitmapData)
{
this.setTexture(key.texture);
}
else if (key instanceof PIXI.Texture)
{
// this.currentFrame = frame;
frame.clone(this.currentFrame);
console.log('loadTexture 2');
}
else
{
if (key === null || typeof key === 'undefined')
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{
key = '__default';
this.key = key;
}
else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false)
{
key = '__missing';
this.key = key;
}
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if (this.game.cache.isSpriteSheet(key))
{
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var frameData = this.game.cache.getFrameData(key);
// console.log(frameData);
// console.log(frameData.getFrame(0));
// console.log(frameData.getFrame(1));
if (typeof frame === 'string')
{
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(frame).uuid]);
}
else
{
this.setTexture(PIXI.TextureCache[frameData.getFrame(frame).uuid]);
}
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}
else
{
this.setTexture(PIXI.TextureCache[key]);
}
}
};
/**
* Crop allows you to crop the texture used to display this Image.
* Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
*
* @method Phaser.Image#crop
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* @memberof Phaser.Image
* @param {Phaser.Rectangle} rect - The Rectangle to crop the Image to. Pass as null to clear any previously set crop.
*/
Phaser.Image.prototype.crop = function(rect) {
if (typeof rect === 'undefined' || rect === null)
{
// Clear any crop that may be set
if (this.texture.hasOwnProperty('sourceWidth'))
{
this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight));
}
}
else
{
// Do we need to clone the PIXI.Texture object?
if (this.texture instanceof PIXI.Texture)
{
// Yup, let's rock it ...
var local = {};
Phaser.Utils.extend(true, local, this.texture);
local.sourceWidth = local.width;
local.sourceHeight = local.height;
local.frame = rect;
local.width = rect.width;
local.height = rect.height;
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this.texture = local;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
}
else
{
this.texture.setFrame(rect);
}
}
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};
/**
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
* A resurrected Sprite has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
*
* @method Phaser.Image#revive
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
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*/
Phaser.Image.prototype.revive = function() {
this.alive = true;
this.exists = true;
this.visible = true;
if (this.events)
{
this.events.onRevived.dispatch(this);
}
return this;
};
/**
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
* If you don't need this Sprite any more you should call Sprite.destroy instead.
*
* @method Phaser.Image#kill
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
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*/
Phaser.Image.prototype.kill = function() {
this.alive = false;
this.exists = false;
this.visible = false;
if (this.events)
{
this.events.onKilled.dispatch(this);
}
return this;
};
/**
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Image#destroy
* @memberof Phaser.Image
*/
Phaser.Image.prototype.destroy = function() {
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
this.parent.remove(this);
}
if (this.events)
{
this.events.destroy();
}
this.alive = false;
this.exists = false;
this.visible = false;
this.game = null;
};
/**
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
* If the Sprite has a physics body that too is reset.
*
* @method Phaser.Image#reset
* @memberof Phaser.Image
* @param {number} x - The x coordinate (in world space) to position the Sprite at.
* @param {number} y - The y coordinate (in world space) to position the Sprite at.
* @return {Phaser.Image} This instance.
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*/
Phaser.Image.prototype.reset = function(x, y) {
this.world.setTo(x, y);
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
this._outOfBoundsFired = false;
return this;
};
/**
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Image#bringToTop
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
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*/
Phaser.Image.prototype.bringToTop = function(child) {
if (typeof child === 'undefined')
{
if (this.parent)
{
this.parent.bringToTop(this);
}
}
else
{
}
return this;
};
/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also faster on mobile devices where Object.defineProperty is expensive to call.
*
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* @name Phaser.Image#angle
* @property {number} angle - The angle of this Image in degrees.
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*/
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Object.defineProperty(Phaser.Image.prototype, "angle", {
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get: function() {
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return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
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},
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set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
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}
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});