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phaser/v3/merge/gameobjects/tilesprite/TileSprite.js

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/**
* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @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 independently of the TileSprite itself.
* Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source.
*
* TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites.
*
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* You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
* that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition`
* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
*
* An important note about texture dimensions:
*
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* When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be
* a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two
* it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and
* bottom of your frame. To avoid this ensure your textures are perfect powers of two.
*
* TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However
* if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive
* additional padding to enforce it to be so.
*
* @class Phaser.GameObject.TileSprite
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* @constructor
* @extends PIXI.Sprite
* @extends Phaser.Component.Core
* @extends Phaser.Component.Angle
* @extends Phaser.Component.Animation
* @extends Phaser.Component.AutoCull
* @extends Phaser.Component.Bounds
* @extends Phaser.Component.BringToTop
* @extends Phaser.Component.Destroy
* @extends Phaser.Component.FixedToCamera
* @extends Phaser.Component.Health
* @extends Phaser.Component.InCamera
* @extends Phaser.Component.InputEnabled
* @extends Phaser.Component.InWorld
* @extends Phaser.Component.LifeSpan
* @extends Phaser.Component.LoadTexture
* @extends Phaser.Component.Overlap
* @extends Phaser.Component.PhysicsBody
* @extends Phaser.Component.Reset
* @extends Phaser.Component.Smoothed
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} [x=0] - The x coordinate (in world space) to position the TileSprite at.
* @param {number} [y=0] - The y coordinate (in world space) to position the TileSprite at.
* @param {number} [width=256] - The width of the TileSprite.
* @param {number} [height=256] - The height of the TileSprite.
* @param {string|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 Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData.
* @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.
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*/
Phaser.GameObject.TileSprite = function (game, x, y, width, height, key, frame) {
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x = x || 0;
y = y || 0;
width = width || 256;
height = height || 256;
key = key || null;
frame = frame || null;
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var def = game.cache.getImage('__default', true);
PIXI.Sprite.call(this, new PIXI.Texture(def.base), width, height);
/**
* @property {number} type - The const type of this object.
* @readonly
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*/
this.type = Phaser.TILESPRITE;
/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
/**
* @property {Phaser.Point} _scroll - Internal cache var.
* @private
*/
this._scroll = new Phaser.Point();
/**
* @property {Phaser.Point} tileScale - The scale applied to the image being tiled.
*/
this.tileScale = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} tileScaleOffset - The scale offset applied to the image being tiled.
*/
this.tileScaleOffset = new Phaser.Point(1, 1);
/**
* @property {Phaser.Point} tilePosition - The offset position of the image being tiled.
*/
this.tilePosition = new Phaser.Point();
/**
* If enabled a green rectangle will be drawn behind the generated tiling texture,
* allowing you to visually debug the texture being used.
*
* @property {boolean} textureDebug
*/
this.textureDebug = false;
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/**
* The CanvasBuffer object that the tiled texture is drawn to.
*
* @property {PIXI.CanvasBuffer} canvasBuffer
*/
this.canvasBuffer = null;
/**
* An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.
*
* @property {PIXI.Texture} tilingTexture
*/
this.tilingTexture = null;
/**
* The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
*
* @property {object} tilePattern
*/
this.tilePattern = null;
/**
* If true the TileSprite will run `generateTexture` on its **next** render pass.
* This is set by the likes of Phaser.LoadTexture.setFrame.
*
* @property {boolean} refreshTexture
*/
this.refreshTexture = true;
this.frameWidth = 0;
this.frameHeight = 0;
this._width = width;
this._height = height;
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
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};
Phaser.GameObject.TileSprite.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.GameObject.TileSprite.prototype.constructor = Phaser.GameObject.TileSprite;
Phaser.Component.Core.install.call(Phaser.GameObject.TileSprite.prototype, [
'Angle',
'Animation',
'AutoCull',
'Bounds',
'BringToTop',
'Destroy',
'FixedToCamera',
'Health',
'InCamera',
'InputEnabled',
'InWorld',
'LifeSpan',
'LoadTexture',
'Overlap',
'PhysicsBody',
'Reset',
'Smoothed'
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]);
Phaser.GameObject.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
Phaser.GameObject.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
Phaser.GameObject.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
Phaser.GameObject.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
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/**
* Automatically called by World.preUpdate.
*
* @method Phaser.GameObject.TileSprite#preUpdate
* @memberof Phaser.GameObject.TileSprite
* @return {boolean}
*/
Phaser.GameObject.TileSprite.prototype.preUpdate = function () {
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;
}
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if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld())
{
return false;
}
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return this.preUpdateCore();
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};
/**
* 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.GameObject.TileSprite#autoScroll
* @memberof Phaser.GameObject.TileSprite
* @param {number} x - Horizontal scroll speed in pixels per second.
* @param {number} y - Vertical scroll speed in pixels per second.
* @return {Phaser.GameObject.TileSprite} This instance.
*/
Phaser.GameObject.TileSprite.prototype.autoScroll = function (x, y) {
this._scroll.set(x, y);
return this;
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};
/**
* Stops an automatically scrolling TileSprite.
*
* @method Phaser.GameObject.TileSprite#stopScroll
* @memberof Phaser.GameObject.TileSprite
* @return {Phaser.GameObject.TileSprite} This instance.
*/
Phaser.GameObject.TileSprite.prototype.stopScroll = function () {
this._scroll.set(0, 0);
return this;
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};
/**
* 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.
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*
* @method Phaser.GameObject.TileSprite#destroy
* @memberof Phaser.GameObject.TileSprite
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.GameObject.TileSprite.prototype.destroy = function (destroyChildren) {
Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
PIXI.Sprite.prototype.destroy.call(this);
if (this.canvasBuffer)
{
this.canvasBuffer.destroy();
this.canvasBuffer = null;
}
this.tileScale = null;
this.tileScaleOffset = null;
this.tilePosition = null;
if (this.tilingTexture)
{
this.tilingTexture.destroy(true);
this.tilingTexture = null;
}
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};
/**
* 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.GameObject.TileSprite#reset
* @memberof Phaser.GameObject.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.GameObject.TileSprite} This instance.
*/
Phaser.GameObject.TileSprite.prototype.reset = function (x, y) {
Phaser.Component.Reset.prototype.reset.call(this, x, y);
this.tilePosition.x = 0;
this.tilePosition.y = 0;
return this;
};
/**
* Changes the texture being rendered by this TileSprite.
* Causes a texture refresh to take place on the next render.
*
* @method Phaser.GameObject.TileSprite#setTexture
* @memberof Phaser.GameObject.TileSprite
* @param {PIXI.Texture} texture - The texture to apply to this TileSprite.
* @return {Phaser.GameObject.TileSprite} This instance.
*/
Phaser.GameObject.TileSprite.prototype.setTexture = function (texture) {
if (this.texture !== texture)
{
this.texture = texture;
this.refreshTexture = true;
this.cachedTint = 0xFFFFFF;
}
return this;
};
/**
* Override the Sprite method.
*
* @private
* @method Phaser.GameObject.TileSprite#onTextureUpdate
* @memberof Phaser.GameObject.TileSprite
*/
Phaser.GameObject.TileSprite.prototype.onTextureUpdate = function () {
// overriding the sprite version of this!
};
/**
* Internal method that generates a new tiling texture.
*
* @method Phaser.GameObject.TileSprite#generateTilingTexture
* @memberof Phaser.GameObject.TileSprite
* @param {boolean} forcePowerOfTwo - Whether we want to force the texture to be a power of two
*/
Phaser.GameObject.TileSprite.prototype.generateTilingTexture = function (forcePowerOfTwo) {
if (!this.texture.baseTexture.hasLoaded)
{
return;
}
var texture = this.texture;
var frame = texture.frame;
var targetWidth = this._frame.sourceSizeW || this._frame.width;
var targetHeight = this._frame.sourceSizeH || this._frame.height;
var dx = 0;
var dy = 0;
if (this._frame.trimmed)
{
dx = this._frame.spriteSourceSizeX;
dy = this._frame.spriteSourceSizeY;
}
if (forcePowerOfTwo)
{
targetWidth = Phaser.Math.getNextPowerOfTwo(targetWidth);
targetHeight = Phaser.Math.getNextPowerOfTwo(targetHeight);
}
if (this.canvasBuffer)
{
this.canvasBuffer.resize(targetWidth, targetHeight);
this.tilingTexture.baseTexture.width = targetWidth;
this.tilingTexture.baseTexture.height = targetHeight;
this.tilingTexture.needsUpdate = true;
}
else
{
this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas);
this.tilingTexture.isTiling = true;
this.tilingTexture.needsUpdate = true;
}
if (this.textureDebug)
{
this.canvasBuffer.context.strokeStyle = '#00ff00';
this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight);
}
// If a sprite sheet we need this:
var w = texture.crop.width;
var h = texture.crop.height;
if (w !== targetWidth || h !== targetHeight)
{
w = targetWidth;
h = targetHeight;
}
this.canvasBuffer.context.drawImage(
texture.baseTexture.source,
texture.crop.x,
texture.crop.y,
texture.crop.width,
texture.crop.height,
dx,
dy,
w,
h
);
this.tileScaleOffset.x = frame.width / targetWidth;
this.tileScaleOffset.y = frame.height / targetHeight;
this.refreshTexture = false;
this.tilingTexture.baseTexture._powerOf2 = true;
};
/**
* Returns the framing rectangle of the Tile Sprite.
*
* @method Phaser.GameObject.TileSprite#getBounds
* @memberof Phaser.GameObject.TileSprite
* @return {Phaser.Rectangle} The bounds of the Tile Sprite.
*/
Phaser.GameObject.TileSprite.prototype.getBounds = function () {
var width = this._width;
var height = this._height;
var w0 = width * (1 - this.anchor.x);
var w1 = width * -this.anchor.x;
var h0 = height * (1 - this.anchor.y);
var h1 = height * -this.anchor.y;
var worldTransform = this.worldTransform;
var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
var x1 = (a * w1) + (c * h1) + tx;
var y1 = (d * h1) + (b * w1) + ty;
var x2 = (a * w0) + (c * h1) + tx;
var y2 = (d * h1) + (b * w0) + ty;
var x3 = (a * w0) + (c * h0) + tx;
var y3 = (d * h0) + (b * w0) + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
var maxX = -Infinity;
var maxY = -Infinity;
var minX = Infinity;
var minY = Infinity;
minX = x1 < minX ? x1 : minX;
minX = x2 < minX ? x2 : minX;
minX = x3 < minX ? x3 : minX;
minX = x4 < minX ? x4 : minX;
minY = y1 < minY ? y1 : minY;
minY = y2 < minY ? y2 : minY;
minY = y3 < minY ? y3 : minY;
minY = y4 < minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
// TODO: This is surely always undefined? As it's not set anywhere in the parent objects
var bounds = this._bounds;
bounds.x = minX;
bounds.width = maxX - minX;
bounds.y = minY;
bounds.height = maxY - minY;
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
return bounds;
};
/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'width', {
get: function () {
return this._width;
},
set: function (value) {
this._width = value;
}
});
/**
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'height', {
get: function () {
return this._height;
},
set: function (value) {
this._height = value;
}
});