* Sprites are the lifeblood of your game, used for nearly everything visual.
*
* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @class Phaser.Sprite
* @constructor
* @extends PIXI.Sprite
* @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.Sprite = 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 {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.SPRITE;
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @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 {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
*/
this.animations = new Phaser.AnimationManager(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.
* @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;
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
* To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object
* and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`.
*
* Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite.
* If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.
*
* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
* @default
*/
this.body = null;
/**
* @property {boolean} alive - A useful boolean to control if the Sprite is alive or dead (in terms of your gameplay, it doesn't effect rendering). Also linked to Sprite.health and Sprite.damage.
* @default
*/
this.alive = true;
/**
* @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites.
* If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
* and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
* bounds every frame to support it, and not all games need it. Enable it by setting the value to true.
* @property {boolean} checkWorldBounds
* @default
*/
this.checkWorldBounds = false;
/**
* @property {boolean} outOfBoundsKill - If true Sprite.kill is called as soon as Sprite.inWorld returns false, as long as Sprite.checkWorldBounds is true.
* @default
*/
this.outOfBoundsKill = false;
/**
* @property {boolean} debug - Handy flag to use with Game.enableStep
* @default
*/
this.debug = false;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
/**
* @property {Phaser.Rectangle} cropRect - The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.
* @default
*/
this.cropRect = null;
/**
* @property {Phaser.Point} scaleMin - Set the minimum scale this Sprite will scale down to. Prevents a parent from scaling this Sprite lower than the given value. Set to `null` to remove.
*/
this.scaleMin = null;
/**
* @property {Phaser.Point} scaleMax - Set the maximum scale this Sprite will scale up to. Prevents a parent from scaling this Sprite higher than the given value. Set to `null` to remove.
*/
this.scaleMax = null;
/**
* A small internal cache:
*
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* 8 = destroy phase? (0 = no, 1 = yes)
* @property {Array} _cache
* @private
*/
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0 ];
/**
* @property {Phaser.Rectangle} _crop - Internal cache var.
* @private
*/
this._crop = null;
/**
* @property {Phaser.Rectangle} _frame - Internal cache var.
* @private
*/
this._frame = null;
/**
* @property {Phaser.Rectangle} _bounds - Internal cache var.
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].postUpdate();
}
};
/**
* 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.Sprite#loadTexture
* @memberof Phaser.Sprite
* @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.
* @param {boolean} [stopAnimation=true] - If an animation is already playing on this Sprite you can choose to stop it or let it carry on playing.
*/
Phaser.Sprite.prototype.loadTexture = function (key, frame, stopAnimation) {
frame = frame || 0;
if (stopAnimation || typeof stopAnimation === 'undefined')
{
this.animations.stop();
}
this.key = key;
var setFrame = true;
var smoothed = this.smoothed;
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
}
else if (key instanceof Phaser.BitmapData)
{
// This works from a reference, which probably isn't what we need here
this.setTexture(key.texture);
if (this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA))
* Resets the Texture frame dimensions that the Sprite uses for rendering.
*
* @method Phaser.Sprite#resetFrame
* @memberof Phaser.Sprite
*/
Phaser.Sprite.prototype.resetFrame = function() {
if (this._frame)
{
this.setFrame(this._frame);
}
};
/**
* Crop allows you to crop the texture used to display this Sprite.
* This modifies the core Sprite texture frame, so the Sprite width/height properties will adjust accordingly.
*
* Cropping takes place from the top-left of the Sprite and can be modified in real-time by either providing an updated rectangle object to Sprite.crop,
* or by modifying Sprite.cropRect (or a reference to it) and then calling Sprite.updateCrop.
*
* The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties.
* A reference to the rectangle is stored in Sprite.cropRect unless the `copy` parameter is `true` in which case the values are duplicated to a local object.
*
* @method Phaser.Sprite#crop
* @memberof Phaser.Sprite
* @param {Phaser.Rectangle} rect - The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
* @param {boolean} [copy=false] - If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.
* 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.Sprite#reset
* @memberof Phaser.Sprite
* @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 {number} [health=1] - The health to give the Sprite.
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.reset = function(x, y, health) {
if (typeof health === 'undefined') { health = 1; }
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;
this.health = health;
if (this.body)
{
this.body.reset(x, y, false, false);
}
this._cache[4] = 1;
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.Sprite#bringToTop
* @memberof Phaser.Sprite
* @return (Phaser.Sprite) This instance.
*/
Phaser.Sprite.prototype.bringToTop = function() {
if (this.parent)
{
this.parent.bringToTop(this);
}
return this;
};
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.Sprite#play
* @memberof Phaser.Sprite
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
* Checks to see if the bounds of this Sprite overlaps with the bounds of the given Display Object, which can be a Sprite, Image, TileSprite or anything that extends those such as a Button.
* This check ignores the Sprites hitArea property and runs a Sprite.getBounds comparison on both objects to determine the result.
* Therefore it's relatively expensive to use in large quantities (i.e. with lots of Sprites at a high frequency), but should be fine for low-volume testing where physics isn't required.
*
* @method Phaser.Sprite#overlap
* @memberof Phaser.Sprite
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Button|PIXI.DisplayObject} displayObject - The display object to check against.
* @return {boolean} True if the bounds of this Sprite intersects at any point with the bounds of the given display object.
*/
Phaser.Sprite.prototype.overlap = function (displayObject) {
* @param {PIXI.Matrix} wt - The updated worldTransform matrix.
*/
Phaser.Sprite.prototype.checkTransform = function (wt) {
if (this.scaleMin)
{
if (wt.a < this.scaleMin.x)
{
wt.a = this.scaleMin.x;
}
if (wt.d < this.scaleMin.y)
{
wt.d = this.scaleMin.y;
}
}
if (this.scaleMax)
{
if (wt.a > this.scaleMax.x)
{
wt.a = this.scaleMax.x;
}
if (wt.d > this.scaleMax.y)
{
wt.d = this.scaleMax.y;
}
}
};
/**
* Sets the scaleMin and scaleMax values. These values are used to limit how far this Sprite will scale based on its parent.
* For example if this Sprite has a minScale value of 1 and its parent has a scale value of 0.5, the 0.5 will be ignored and the scale value of 1 will be used.
* By using these values you can carefully control how Sprites deal with responsive scaling.
*
* If only one parameter is given then that value will be used for both scaleMin and scaleMax:
* setScaleMinMax(1) = scaleMin.x, scaleMin.y, scaleMax.x and scaleMax.y all = 1
*
* If only two parameters are given the first is set as scaleMin.x and y and the second as scaleMax.x and y:
* setScaleMinMax(0.5, 2) = scaleMin.x and y = 0.5 and scaleMax.x and y = 2
*
* If you wish to set scaleMin with different values for x and y then either modify Sprite.scaleMin directly, or pass `null` for the maxX and maxY parameters.
*
* Call setScaleMinMax(null) to clear both the scaleMin and scaleMax values.
*
* @method Phaser.Sprite#setScaleMinMax
* @memberof Phaser.Sprite
* @param {number|null} minX - The minimum horizontal scale value this Sprite can scale down to.
* @param {number|null} minY - The minimum vertical scale value this Sprite can scale down to.
* @param {number|null} maxX - The maximum horizontal scale value this Sprite can scale up to.
* @param {number|null} maxY - The maximum vertical scale value this Sprite can scale up to.
*/
Phaser.Sprite.prototype.setScaleMinMax = function (minX, minY, maxX, maxY) {
if (typeof minY === 'undefined')
{
// 1 parameter, set all to it
minY = maxX = maxY = minX;
}
else if (typeof maxX === 'undefined')
{
// 2 parameters, the first is min, the second max
maxX = maxY = minY;
minY = minX;
}
if (minX === null)
{
this.scaleMin = null;
}
else
{
if (this.scaleMin)
{
this.scaleMin.set(minX, minY);
}
else
{
this.scaleMin = new Phaser.Point(minX, minY);
}
}
if (maxX === null)
{
this.scaleMax = null;
}
else
{
if (this.scaleMax)
{
this.scaleMax.set(maxX, maxY);
}
else
{
this.scaleMax = new Phaser.Point(maxX, maxY);
}
}
};
/**
* 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. Working in radians is also a little faster as it doesn't have to convert the angle.
*
* @name Phaser.Sprite#angle
* @property {number} angle - The angle of this Sprite in degrees.