phaser/Phaser/components/Transform.ts

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/// <reference path="../Game.ts" />
/**
* Phaser - Components - Transform
*/
module Phaser.Components {
export class Transform {
/**
* Creates a new Sprite Transform component
* @param parent The Sprite using this transform
*/
constructor(parent) {
this.game = parent.game;
this.parent = parent;
this.scrollFactor = new Phaser.Vec2(1, 1);
this.origin = new Phaser.Vec2;
this.scale = new Phaser.Vec2(1, 1);
this.skew = new Phaser.Vec2;
}
/**
* Reference to Phaser.Game
*/
public game: Game;
/**
* Reference to the parent object (Sprite, Group, etc)
*/
public parent: Phaser.Sprite;
/**
* Scale of the object. A scale of 1.0 is the original size. 0.5 half size. 2.0 double sized.
*/
public scale: Phaser.Vec2;
/**
* Skew the object along the x and y axis. A skew value of 0 is no skew.
*/
public skew: Phaser.Vec2;
/**
* The influence of camera movement upon the object, if supported.
*/
public scrollFactor: Phaser.Vec2;
/**
* The origin is the point around which scale and rotation takes place.
*/
public origin: Phaser.Vec2;
/**
* This value is added to the rotation of the object.
* For example if you had a texture drawn facing straight up then you could set
* rotationOffset to 90 and it would correspond correctly with Phasers right-handed coordinate system.
* @type {number}
*/
public rotationOffset: number = 0;
/**
* The rotation of the object in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
*/
public rotation: number = 0;
}
}