mirror of
https://github.com/photonstorm/phaser
synced 2024-12-03 01:50:23 +00:00
501 lines
14 KiB
JavaScript
501 lines
14 KiB
JavaScript
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* @class Phaser.Image
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*
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* @classdesc Create a new `Image` object.
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*
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* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
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*
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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 - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @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.
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* @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.
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*/
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Phaser.Image = function (game, x, y, key, frame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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frame = frame || null;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} name - The user defined name given to this Sprite.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.IMAGE;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
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*/
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this.events = new Phaser.Events(this);
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/**
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* @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.
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*/
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this.key = key;
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this.currentFrame = new Phaser.Rectangle();
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if (key instanceof Phaser.RenderTexture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = this.game.cache.getTextureFrame(key.name);
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}
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else if (key instanceof Phaser.BitmapData)
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{
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PIXI.Sprite.call(this, key.texture, key.textureFrame);
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this.currentFrame = key.textureFrame;
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}
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else if (key instanceof PIXI.Texture)
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{
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PIXI.Sprite.call(this, key);
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this.currentFrame = frame;
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}
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else
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{
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if (key === null || typeof key === 'undefined')
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{
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key = '__default';
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this.key = key;
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}
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else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false)
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{
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key = '__missing';
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this.key = key;
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}
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PIXI.Sprite.call(this, PIXI.TextureCache[key]);
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if (this.game.cache.isSpriteSheet(key))
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{
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this.animations.loadFrameData(this.game.cache.getFrameData(key));
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if (frame !== null)
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{
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if (typeof frame === 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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}
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else
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{
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this.currentFrame = this.game.cache.getFrame(key);
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}
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}
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// this.loadTexture(key, frame);
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/**
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* The rectangular area from the texture that will be rendered.
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* @property {Phaser.Rectangle} textureRegion
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*/
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// this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height);
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this.position.x = x;
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this.position.y = y;
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/**
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* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* Should this Sprite be automatically culled if out of range of the camera?
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* A culled sprite has its renderable property set to 'false'.
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* 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.
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*
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* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
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* @default
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*/
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this.autoCull = false;
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/**
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* A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera.
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* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
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* @default
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*/
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this.fixedToCamera = false;
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/**
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* @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered.
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*/
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// this.cameraOffset = new Phaser.Point(x, y);
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};
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Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Image.prototype.constructor = Phaser.Image;
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/**
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* Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates.
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*
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* @method Phaser.Image#preUpdate
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.preUpdate = function() {
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if (!this.exists || !this.parent.exists)
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{
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return false;
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}
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if (this.autoCull)
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{
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// Won't get rendered but will still get its transform updated
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this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
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}
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return true;
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};
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/**
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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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*
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* @method Phaser.Image#inWorld
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* @memberof Phaser.Image
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* @return {boolean} True if the Image bounds is within the game world, otherwise false if fully outside of it.
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*/
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Phaser.Image.prototype.inWorld = function() {
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return this.game.world.bounds.intersects(this.getBounds());
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};
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/**
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* Resets the Sprite.crop value back to the frame dimensions.
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*
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* @method Phaser.Image#resetCrop
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* @memberof Phaser.Image
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Phaser.Image.prototype.resetCrop = function() {
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this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height);
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this.texture.setFrame(this.crop);
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this.cropEnabled = false;
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};
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*/
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/**
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* Internal function called by the World postUpdate cycle.
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*
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* @method Phaser.Image#postUpdate
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.postUpdate = function() {
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if (this.key instanceof Phaser.BitmapData && this.key._dirty)
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{
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this.key.render();
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}
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if (this.exists)
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{
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// if (this.body)
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// {
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// this.body.postUpdate();
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// }
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if (this.fixedToCamera)
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{
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this.position.x = this.game.camera.view.x + this.cameraOffset.x;
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this.position.y = this.game.camera.view.y + this.cameraOffset.y;
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}
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}
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};
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/**
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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.
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* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
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*
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* @method Phaser.Image#loadTexture
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* @memberof Phaser.Image
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* @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.
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* @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.
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*/
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Phaser.Image.prototype.loadTexture = function (key, frame) {
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console.log('loadTexture');
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this.key = key;
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if (key instanceof Phaser.RenderTexture)
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{
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this.game.cache.getTextureFrame(key.name).clone(this.currentFrame);
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}
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else if (key instanceof Phaser.BitmapData)
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{
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this.setTexture(key.texture);
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this.currentFrame = key.textureFrame;
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}
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else if (key instanceof PIXI.Texture)
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{
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// this.currentFrame = frame;
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frame.clone(this.currentFrame);
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console.log('loadTexture 2');
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}
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else
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{
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if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false)
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{
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key = '__default';
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this.key = key;
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}
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if (this.game.cache.isSpriteSheet(key))
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{
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// this.animations.loadFrameData(this.game.cache.getFrameData(key));
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// if (typeof frame !== 'undefined')
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// {
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// if (typeof frame === 'string')
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// {
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// this.frameName = frame;
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// }
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// else
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// {
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// this.frame = frame;
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// }
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// }
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}
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else
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{
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console.log('loadTexture 1', this.game.cache.getFrame(key));
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this.game.cache.getFrame(key).getRect(this.currentFrame);
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console.log('loadTexture 1', this.currentFrame);
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this.setTexture(PIXI.TextureCache[key]);
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}
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}
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};
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/**
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* Moves the sprite so its center is located on the given x and y coordinates.
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* Doesn't change the anchor point of the sprite.
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*
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* @method Phaser.Image#centerOn
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* @memberof Phaser.Image
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* @param {number} x - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @return (Phaser.Image) This instance.
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Phaser.Image.prototype.centerOn = function(x, y) {
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if (this.fixedToCamera)
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{
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this.cameraOffset.x = x + (this.cameraOffset.x - this.center.x);
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this.cameraOffset.y = y + (this.cameraOffset.y - this.center.y);
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}
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else
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{
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this.x = x + (this.x - this.center.x);
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this.y = y + (this.y - this.center.y);
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}
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return this;
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};
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*/
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/**
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* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
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* A resurrected Sprite has its alive, exists and visible properties all set to true.
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* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
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*
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* @method Phaser.Image#revive
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* @memberof Phaser.Image
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* @return (Phaser.Image) This instance.
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*/
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Phaser.Image.prototype.revive = function() {
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this.alive = true;
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this.exists = true;
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this.visible = true;
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if (this.events)
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{
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this.events.onRevived.dispatch(this);
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}
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return this;
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};
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/**
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* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
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* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
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* 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.
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* If you don't need this Sprite any more you should call Sprite.destroy instead.
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*
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* @method Phaser.Image#kill
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* @memberof Phaser.Image
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* @return (Phaser.Image) This instance.
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*/
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Phaser.Image.prototype.kill = function() {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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if (this.events)
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{
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this.events.onKilled.dispatch(this);
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}
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return this;
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};
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/**
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* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
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* and nulls its reference to game, freeing it up for garbage collection.
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*
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* @method Phaser.Image#destroy
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.destroy = function() {
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if (this.filters)
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{
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this.filters = null;
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}
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if (this.parent)
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{
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this.parent.remove(this);
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}
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if (this.events)
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{
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this.events.destroy();
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}
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this.alive = false;
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this.exists = false;
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this.visible = false;
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this.game = null;
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};
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/**
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* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then
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* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values.
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* If the Sprite has a physics body that too is reset.
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*
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* @method Phaser.Image#reset
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* @memberof Phaser.Image
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* @param {number} x - The x coordinate (in world space) to position the Sprite at.
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* @param {number} y - The y coordinate (in world space) to position the Sprite at.
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* @return (Phaser.Image) This instance.
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*/
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Phaser.Image.prototype.reset = function(x, y) {
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this.world.setTo(x, y);
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this.position.x = x;
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this.position.y = y;
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this.alive = true;
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this.exists = true;
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this.visible = true;
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this.renderable = true;
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this._outOfBoundsFired = false;
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return this;
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};
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/**
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* 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
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* bought to the top of that Group, not the entire display list.
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*
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* @method Phaser.Image#bringToTop
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* @memberof Phaser.Image
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* @return (Phaser.Image) This instance.
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*/
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Phaser.Image.prototype.bringToTop = function(child) {
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||
|
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.
|
||
|
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead.
|
||
|
* @name Phaser.Image#angle
|
||
|
* @property {number} angle - Gets or sets the Sprites angle of rotation in degrees.
|
||
|
*/
|
||
|
Object.defineProperty(Phaser.Image.prototype, 'angle', {
|
||
|
|
||
|
get: function() {
|
||
|
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
||
|
},
|
||
|
|
||
|
set: function(value) {
|
||
|
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
||
|
}
|
||
|
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* @name Phaser.Image#inCamera
|
||
|
* @property {boolean} inCamera - Is this sprite visible to the camera or not?
|
||
|
* @readonly
|
||
|
*/
|
||
|
Object.defineProperty(Phaser.Image.prototype, "inCamera", {
|
||
|
|
||
|
get: function () {
|
||
|
return this._cache.cameraVisible;
|
||
|
}
|
||
|
|
||
|
});
|
||
|
|