phaser/src/gameobjects/image/Image.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
* @class Phaser.GameObject.Image
* @extends Phaser.Components.BaseTransform
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string} [key] - The texture used by the Image 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 Image 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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*/
Phaser.GameObject.Image = function (game, x, y, key, frame)
{
this.game = game;
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Phaser.Component.BaseTransform.call(this, x, y);
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/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.IMAGE;
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this.name = '';
this.parent = null;
this.texture = game.textures.get(key);
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this.frame = this.texture.get(frame);
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// Allows you to turn off a GO from rendering, but still render its children
this.skipRender = (key === undefined);
this.visible = true;
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this.data = new Phaser.Component.Data(this);
// Temporary for now?
this.alpha = 1;
this.blendMode = Phaser.blendModes.NORMAL;
this.scaleMode = Phaser.scaleModes.DEFAULT;
this.exists = true;
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};
Phaser.GameObject.Image.prototype = Object.create(Phaser.Component.BaseTransform.prototype);
Phaser.GameObject.Image.prototype.constructor = Phaser.GameObject.Image;
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/**
* Automatically called by World.preUpdate.
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*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.GameObject.Image.prototype.preUpdate = function ()
{
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// this.transform.update();
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};
Phaser.GameObject.Image.prototype.update = function ()
{
};
Phaser.GameObject.Image.prototype.postUpdate = function ()
{
};
Object.defineProperties(Phaser.GameObject.Image.prototype, {
width: {
enumerable: true,
get: function ()
{
return this.transform._scaleX * this.frame.realWidth;
},
set: function (value)
{
this.scaleX = value / this.frame.realWidth;
}
},
height: {
enumerable: true,
get: function ()
{
return this.transform._scaleY * this.frame.realHeight;
},
set: function (value)
{
this.scaleY = value / this.frame.realHeight;
}
}
});