phaser/src/gameobjects/TileSprite.js

812 lines
24 KiB
JavaScript
Raw Normal View History

2013-10-01 12:54:29 +00:00
/**
* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-01 12:54:29 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
* Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
*
* @class Phaser.TileSprite
2013-10-01 12:54:29 +00:00
* @constructor
* @extends PIXI.TilingSprite
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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.
2013-10-01 12:54:29 +00:00
*/
Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
2013-09-03 02:19:42 +00:00
x = x || 0;
y = y || 0;
width = width || 256;
height = height || 256;
key = key || null;
frame = frame || null;
2013-09-03 02:19:42 +00:00
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
2013-10-01 12:54:29 +00:00
*/
this.game = game;
2013-09-03 02:19:42 +00:00
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
this.name = '';
2013-09-03 02:19:42 +00:00
/**
* @property {number} type - The const type of this object.
* @readonly
2013-10-01 12:54:29 +00:00
*/
this.type = Phaser.TILESPRITE;
/**
* @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.
*/
this.key = key;
/**
* @property {number} _frame - Internal cache var.
* @private
*/
this._frame = 0;
/**
* @property {string} _frameName - Internal cache var.
* @private
*/
this._frameName = '';
/**
* @property {Phaser.Point} _scroll - Internal cache var.
* @private
*/
this._scroll = new Phaser.Point();
PIXI.TilingSprite.call(this, PIXI.TextureCache['__default'], width, height);
this.position.set(x, y);
/**
* @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;
/**
* @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;
/**
* 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 {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();
/**
* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
2014-03-23 07:59:28 +00:00
* 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 TileSprite is alive or dead (in terms of your gameplay, it doesn't effect rendering).
* @default
*/
this.alive = true;
/**
* 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, 0 ];
this.loadTexture(key, frame);
2013-09-03 02:19:42 +00:00
};
Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
2013-09-03 02:19:42 +00:00
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.TileSprite#preUpdate
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.preUpdate = function() {
if (this._cache[4] === 1 && this.exists)
{
this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
this.worldTransform.tx = this.world.x;
this.worldTransform.ty = this.world.y;
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (this.body)
{
this.body.preUpdate();
}
this._cache[4] = 0;
return false;
}
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
// Reset the renderOrderID
this._cache[3] = -1;
return false;
}
// Cache the bounds if we need it
if (this.autoCull || this.checkWorldBounds)
{
this._bounds.copyFrom(this.getBounds());
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
}
if (this.checkWorldBounds)
{
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
if (this._cache[5] === 1 && this.game.world.bounds.intersects(this._bounds))
{
this._cache[5] = 0;
Event-Signal object count optimization There are a bunch of signals added for Sprites; more when input is enabled. However, very few of these signals are ever actually used. While the previous performance update related to Signals addressed the size of each Signal object, this update is to reduce the number of Signal objects as used by the Events type. As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals; with this change there less than 70 signals created when running the same demo. (Each Event creates at 8 signals by default, and there is an Event for each of the 400 particles.) While this is an idealized scenario, a huge amount (of albeit small) object reduction should be expected. It does this by creating a signal proxy property getter and a signal dispatch proxy. When the event property (eg. `onEvent`) is accessed a new Signal object is created (and cached in `_onEvent`) as required. This ensures that no user code has to perform an existance-check on the event property first: it just continues to use the signal property as normal. When the Phaser game code needs to dispatch the event it uses `event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This special auto-generated method automatically takes care of checking for if the Signal has been created and only dispatches the event if this is the case. (If the game code used the `onEvent` property itself the event deferal approach would be defeated.) This approach is designed to require minimal changes, not negatively affect performance, and reduce the number of Signal objects and corresponding Signal/Event resource usage. The only known user-code change is that code can add to signal (eg. onInput) events even when input is not enabled - this will allow some previously invalid code run without throwing an exception.
2014-12-01 03:49:15 +00:00
this.events.onEnterBounds$dispatch(this);
}
else if (this._cache[5] === 0 && !this.game.world.bounds.intersects(this._bounds))
{
// The Sprite WAS in the screen, but has now left.
this._cache[5] = 1;
Event-Signal object count optimization There are a bunch of signals added for Sprites; more when input is enabled. However, very few of these signals are ever actually used. While the previous performance update related to Signals addressed the size of each Signal object, this update is to reduce the number of Signal objects as used by the Events type. As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals; with this change there less than 70 signals created when running the same demo. (Each Event creates at 8 signals by default, and there is an Event for each of the 400 particles.) While this is an idealized scenario, a huge amount (of albeit small) object reduction should be expected. It does this by creating a signal proxy property getter and a signal dispatch proxy. When the event property (eg. `onEvent`) is accessed a new Signal object is created (and cached in `_onEvent`) as required. This ensures that no user code has to perform an existance-check on the event property first: it just continues to use the signal property as normal. When the Phaser game code needs to dispatch the event it uses `event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This special auto-generated method automatically takes care of checking for if the Signal has been created and only dispatches the event if this is the case. (If the game code used the `onEvent` property itself the event deferal approach would be defeated.) This approach is designed to require minimal changes, not negatively affect performance, and reduce the number of Signal objects and corresponding Signal/Event resource usage. The only known user-code change is that code can add to signal (eg. onInput) events even when input is not enabled - this will allow some previously invalid code run without throwing an exception.
2014-12-01 03:49:15 +00:00
this.events.onOutOfBounds$dispatch(this);
}
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this._cache[3] = this.game.stage.currentRenderOrderID++;
}
this.animations.update();
if (this._scroll.x !== 0)
{
this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
}
if (this._scroll.y !== 0)
{
this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
}
if (this.body)
{
this.body.preUpdate();
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].preUpdate();
}
return true;
2014-03-23 08:40:24 +00:00
};
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.TileSprite#update
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.update = function() {
2014-03-23 08:40:24 +00:00
};
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.TileSprite#postUpdate
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.postUpdate = function() {
if (this.exists && this.body)
{
this.body.postUpdate();
}
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].postUpdate();
}
2014-03-23 08:40:24 +00:00
};
/**
* Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().
* The scroll speed is specified in pixels per second.
* A negative x value will scroll to the left. A positive x value will scroll to the right.
* A negative y value will scroll up. A positive y value will scroll down.
*
* @method Phaser.TileSprite#autoScroll
* @memberof Phaser.TileSprite
* @param {number} x - Horizontal scroll speed in pixels per second.
* @param {number} y - Vertical scroll speed in pixels per second.
*/
Phaser.TileSprite.prototype.autoScroll = function(x, y) {
this._scroll.set(x, y);
2014-03-23 08:40:24 +00:00
};
/**
* Stops an automatically scrolling TileSprite.
*
* @method Phaser.TileSprite#stopScroll
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.stopScroll = function() {
this._scroll.set(0, 0);
2014-03-23 08:40:24 +00:00
};
/**
* Changes the Texture the TileSprite 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.TileSprite#loadTexture
* @memberof Phaser.TileSprite
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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.TileSprite.prototype.loadTexture = function (key, frame) {
frame = frame || 0;
this.key = key;
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
}
else if (key instanceof Phaser.BitmapData)
{
this.setTexture(key.texture);
}
else if (key instanceof PIXI.Texture)
{
this.setTexture(key);
}
else
{
if (key === null || typeof key === 'undefined')
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
}
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
{
console.warn("Texture with key '" + key + "' not found.");
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
}
else
{
this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
}
}
2014-10-15 10:36:35 +00:00
this.texture.baseTexture.dirty();
2014-03-23 08:40:24 +00:00
};
/**
* Sets the Texture frame the TileSprite uses for rendering.
* This is primarily an internal method used by TileSprite.loadTexture, although you may call it directly.
*
* @method Phaser.TileSprite#setFrame
* @memberof Phaser.TileSprite
* @param {Phaser.Frame} frame - The Frame to be used by the TileSprite texture.
*/
Phaser.TileSprite.prototype.setFrame = function(frame) {
this.texture.frame.x = frame.x;
this.texture.frame.y = frame.y;
this.texture.frame.width = frame.width;
this.texture.frame.height = frame.height;
2014-07-09 04:40:50 +00:00
this.texture.crop.x = frame.x;
this.texture.crop.y = frame.y;
this.texture.crop.width = frame.width;
this.texture.crop.height = frame.height;
if (frame.trimmed)
{
2014-07-09 04:40:50 +00:00
if (this.texture.trim)
{
this.texture.trim.x = frame.spriteSourceSizeX;
this.texture.trim.y = frame.spriteSourceSizeY;
this.texture.trim.width = frame.sourceSizeW;
this.texture.trim.height = frame.sourceSizeH;
}
else
{
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
}
this.texture.width = frame.sourceSizeW;
this.texture.height = frame.sourceSizeH;
this.texture.frame.width = frame.sourceSizeW;
this.texture.frame.height = frame.sourceSizeH;
}
else if (!frame.trimmed && this.texture.trim)
{
this.texture.trim = null;
}
2014-10-15 10:36:35 +00:00
this.texture._updateUvs();
};
/**
* Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
2014-03-23 07:59:28 +00:00
*
* @method Phaser.TileSprite#destroy
* @memberof Phaser.TileSprite
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.TileSprite.prototype.destroy = function(destroyChildren) {
if (this.game === null || this.destroyPhase) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
this._cache[8] = 1;
if (this.events)
{
Event-Signal object count optimization There are a bunch of signals added for Sprites; more when input is enabled. However, very few of these signals are ever actually used. While the previous performance update related to Signals addressed the size of each Signal object, this update is to reduce the number of Signal objects as used by the Events type. As a comparison the "Particle: Random Sprite" demo creates 3200+ Signals; with this change there less than 70 signals created when running the same demo. (Each Event creates at 8 signals by default, and there is an Event for each of the 400 particles.) While this is an idealized scenario, a huge amount (of albeit small) object reduction should be expected. It does this by creating a signal proxy property getter and a signal dispatch proxy. When the event property (eg. `onEvent`) is accessed a new Signal object is created (and cached in `_onEvent`) as required. This ensures that no user code has to perform an existance-check on the event property first: it just continues to use the signal property as normal. When the Phaser game code needs to dispatch the event it uses `event.onEvent$dispath(..)` instead of `event.onEvent.dispatch(..)`. This special auto-generated method automatically takes care of checking for if the Signal has been created and only dispatches the event if this is the case. (If the game code used the `onEvent` property itself the event deferal approach would be defeated.) This approach is designed to require minimal changes, not negatively affect performance, and reduce the number of Signal objects and corresponding Signal/Event resource usage. The only known user-code change is that code can add to signal (eg. onInput) events even when input is not enabled - this will allow some previously invalid code run without throwing an exception.
2014-12-01 03:49:15 +00:00
this.events.onDestroy$dispatch(this);
}
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
if (this.parent instanceof Phaser.Group)
2014-02-28 06:17:18 +00:00
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
this.animations.destroy();
this.events.destroy();
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
}
this.exists = false;
this.visible = false;
this.alive = false;
this.filters = null;
this.mask = null;
this.game = null;
this._cache[8] = 0;
PIXI.TilingSprite.prototype.destroy.call(this);
2014-03-23 08:40:24 +00:00
};
/**
* 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.
2014-03-23 07:59:28 +00:00
*
* @method Phaser.TileSprite#play
* @memberof Phaser.TileSprite
* @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.TileSprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
return this.animations.play(name, frameRate, loop, killOnComplete);
2014-03-23 08:40:24 +00:00
};
/**
* Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
* If the TileSprite has a physics body that too is reset.
*
* @method Phaser.TileSprite#reset
* @memberof Phaser.TileSprite
* @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.TileSprite) This instance.
*/
Phaser.TileSprite.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;
this.tilePosition.x = 0;
this.tilePosition.y = 0;
if (this.body)
{
this.body.reset(x, y, false, false);
}
this._cache[4] = 1;
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. Working in radians is also a little faster as it doesn't have to convert the angle.
2014-03-23 07:59:28 +00:00
*
* @name Phaser.TileSprite#angle
* @property {number} angle - The angle of this Sprite in degrees.
*/
Object.defineProperty(Phaser.TileSprite.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.TileSprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
get: function () {
return this.animations.frame;
},
set: function (value) {
if (value !== this.animations.frame)
{
this.animations.frame = value;
}
}
});
/**
* @name Phaser.TileSprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
get: function () {
return this.animations.frameName;
},
set: function (value) {
if (value !== this.animations.frameName)
{
this.animations.frameName = value;
}
}
});
/**
* An TileSprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in TileSprite.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this TileSprite was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.TileSprite#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this TileSprite to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "fixedToCamera", {
2014-03-23 07:59:28 +00:00
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
/**
* TileSprite.exists controls if the core game loop and physics update this TileSprite or not.
* When you set TileSprite.exists to false it will remove its Body from the physics world (if it has one) and also set TileSprite.visible to false.
* Setting TileSprite.exists to true will re-add the Body to the physics world (if it has a body) and set TileSprite.visible to true.
*
* @name Phaser.TileSprite#exists
* @property {boolean} exists - If the TileSprite is processed by the core game update and physics.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "exists", {
2014-03-23 07:59:28 +00:00
get: function () {
return !!this._cache[6];
},
set: function (value) {
if (value)
{
// exists = true
this._cache[6] = 1;
2014-03-13 15:41:56 +00:00
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
this.visible = true;
}
else
{
// exists = false
this._cache[6] = 0;
2014-03-13 15:41:56 +00:00
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.safeRemove = true;
}
this.visible = false;
}
}
});
/**
* By default a TileSprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.TileSprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", {
2014-03-23 07:59:28 +00:00
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
else if (this.input && !this.input.enabled)
{
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
/**
* The position of the TileSprite on the x axis relative to the local coordinates of the parent.
*
* @name Phaser.TileSprite#x
* @property {number} x - The position of the TileSprite on the x axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "x", {
get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
{
this.body._reset = 1;
}
}
});
/**
* The position of the TileSprite on the y axis relative to the local coordinates of the parent.
*
* @name Phaser.TileSprite#y
* @property {number} y - The position of the TileSprite on the y axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "y", {
get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
{
this.body._reset = 1;
}
}
});
/**
* @name Phaser.TileSprite#destroyPhase
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "destroyPhase", {
get: function () {
return !!this._cache[8];
}
});