phaser/src/gameobjects/Sprite.js

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Phaser.Sprite = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
// if null we ought to set to the phaser logo or something :)
key = key || null;
frame = frame || null;
this.game = game;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.group = null;
this.name = '';
// this.events = new Phaser.Components.Events(this);
/**
* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
* @type AnimationManager
*/
this.animations = new Phaser.AnimationManager(this);
PIXI.DisplayObjectContainer.call(this);
/**
* The anchor sets the origin point of the texture.
* The default is 0,0 this means the textures origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
*
* @property anchor
* @type Point
*/
this.anchor = new Phaser.Point();
/**
* The width of the sprite (this is initially set by the texture)
*
* @property _width
* @type Number
* @private
*/
// this._width = 0;
/**
* The height of the sprite (this is initially set by the texture)
*
* @property _height
* @type Number
* @private
*/
// this._height = 0;
/**
* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
this.texture = PIXI.TextureCache[key];
if (this.game.cache.isSpriteSheet(key))
{
this.animations.loadFrameData(this.game.cache.getFrameData(key));
}
if (frame !== null)
{
if (typeof frame === 'string')
{
this.frameName = frame;
}
else
{
this.frame = frame;
}
}
/**
* The blend mode of sprite.
* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
*
* @property blendMode
* @type Number
*/
this.blendMode = PIXI.blendModes.NORMAL;
this._x = x;
this._y = y;
this.updateFrame = true;
this.renderable = true;
this.position.x = x;
this.position.y = y;
// Replaces the PIXI.Point with a slightly more flexible one
this.scale = new Phaser.Point(1, 1);
this.scrollFactor = new Phaser.Point(1, 1);
this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
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// Edge points
this.offset = new Phaser.Point();
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this.center = new Phaser.Point();
this.topLeft = new Phaser.Point();
this.topRight = new Phaser.Point();
this.bottomRight = new Phaser.Point();
this.bottomLeft = new Phaser.Point();
// Do we need all 4 edge points? It might be better to just calculate the center and apply the circle for a bounds check
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this.getLocalPosition(this.center, this.offset.x + this.width / 2, this.offset.y + this.height / 2);
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
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this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
this._dirty = false;
// transform cache
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this._a00 = 0;
this._a01 = 0;
this._a02 = 0;
this._a10 = 0;
this._a11 = 0;
this._a12 = 0;
this._id = 0;
// The actual scale X value based on the worldTransform
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this._sx = 0;
// The actual scale Y value based on the worldTransform
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this._sy = 0;
// The width of the image, based on the un-modified frame size multiplied by the final calculated scale size
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this._sw = 0;
// The height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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this._sh = 0;
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};
Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Sprite.prototype.constructor = Phaser.Sprite;
/**
* Automatically called by the game loop.
*/
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Phaser.Sprite.prototype.update = function() {
this._dirty = false;
this.animations.update();
this.worldView.setTo(this._x, this._y, this.width, this.height);
this.position.x = this._x - (this.game.world.camera.x * this.scrollFactor.x);
this.position.y = this._y - (this.game.world.camera.y * this.scrollFactor.y);
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// |a c tx|
// |b d ty|
// |0 0 1|
// Cache our transform values
if (this.worldTransform[0] != this._a00 || this.worldTransform[1] != this._a01)
{
this._a00 = this.worldTransform[0]; // scaleX a
this._a01 = this.worldTransform[1]; // skewY c
this._sx = Math.sqrt((this._a00 * this._a00) + (this._a01 * this._a01));
this._a01 *= -1;
this._dirty = true;
}
if (this.worldTransform[3] != this._a10 || this.worldTransform[4] != this._a11)
{
this._a10 = this.worldTransform[3]; // skewX b
this._a11 = this.worldTransform[4]; // scaleY d
this._sy = Math.sqrt((this._a10 * this._a10) + (this._a11 * this._a11));
this._a10 *= -1;
this._dirty = true;
}
if (this.worldTransform[2] != this._a02 || this.worldTransform[5] != this._a12)
{
this._a02 = this.worldTransform[2]; // translateX tx
this._a12 = this.worldTransform[5]; // translateY ty
this._dirty = true;
}
// If the frame has changed we ought to set _dirty
this._sw = this.texture.frame.width * this._sx;
this._sh = this.texture.frame.height * this._sy;
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if (this._dirty)
{
this._id = 1 / (this._a00 * this._a11 + this._a01 * -this._a10);
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// Update the edge points
this.offset.setTo(this._a02 - (this.anchor.x * this._sw), this._a12 - (this.anchor.y * this._sh));
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// Do we need all 4 edge points? It might be better to just calculate the center and apply the circle for a bounds check
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this.getLocalPosition(this.center, this.offset.x + this.width / 2, this.offset.y + this.height / 2);
this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
this.getLocalPosition(this.topRight, this.offset.x + this._sw, this.offset.y);
this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._sh);
this.getLocalPosition(this.bottomRight, this.offset.x + this._sw, this.offset.y + this._sh);
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// Update our bounds
this.getBounds(this.bounds);
}
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// Check our bounds
}
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Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) {
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p.x = ((this._a11 * this._id * x + -this._a01 * this._id * y + (this._a12 * this._a01 - this._a02 * this._a11) * this._id) * this._sx) + this._a02;
p.y = ((this._a00 * this._id * y + -this._a10 * this._id * x + (-this._a12 * this._a00 + this._a02 * this._a10) * this._id) * this._sy) + this._a12;
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// At this point could be working out the smallest / largest value for the bounds check
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return p;
}
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Phaser.Sprite.prototype.getBounds = function(rect) {
rect = rect || new Phaser.Rectangle;
var left = Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
var right = Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
var top = Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
var bottom = Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
rect.x = left;
rect.y = top;
rect.width = right - left;
rect.height = bottom - top;
// This could work to include the children by running through the linked list and storing only the highest min.max values
return rect;
}
Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
get: function() {
return Phaser.Math.radToDeg(this.rotation);
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(value);
}
});
Object.defineProperty(Phaser.Sprite.prototype, 'x', {
get: function() {
return this._x;
},
set: function(value) {
this.worldView.x = value;
this._x = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, 'y', {
get: function() {
return this._y;
},
set: function(value) {
this.worldView.y = value;
this._y = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frame", {
/**
* Get the animation frame number.
*/
get: function () {
return this.animations.frame;
},
/**
* Set the animation frame by frame number.
*/
set: function (value) {
this.animations.frame = value;
}
});
Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
/**
* Get the animation frame name.
*/
get: function () {
return this.animations.frameName;
},
/**
* Set the animation frame by frame name.
*/
set: function (value) {
this.animations.frameName = value;
}
});