phaser/Phaser/components/sprite/Texture.ts

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/// <reference path="../../Game.ts" />
/// <reference path="../../gameobjects/DynamicTexture.ts" />
/// <reference path="../../utils/SpriteUtils.ts" />
/**
* Phaser - Components - Texture
*
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* The Texture being used to render the Sprite. Either Image based on a DynamicTexture.
*/
module Phaser.Components {
export class Texture {
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constructor(parent: Sprite, key?: string = '', canvas?: HTMLCanvasElement = null, context?: CanvasRenderingContext2D = null) {
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this._game = parent.game;
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this._sprite = parent;
this.canvas = canvas;
this.context = context;
this.alpha = 1;
this.flippedX = false;
this.flippedY = false;
if (key !== null)
{
this.cacheKey = key;
this.loadImage(key);
}
}
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/**
*
*/
private _game: Game;
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/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private _sprite: Sprite;
/**
* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
*/
private _imageTexture = null;
/**
* Reference to the DynamicTexture that is used as the texture for the Sprite.
* @type {DynamicTexture}
*/
private _dynamicTexture: DynamicTexture = null;
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/**
* The status of the texture image.
* @type {boolean}
*/
public loaded: bool = false;
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/**
* Opacity of the Sprite texture where 1 is opaque and 0 is fully transparent.
* @type {number}
*/
public alpha: number;
/**
* A reference to the Canvas this Sprite renders to.
* @type {HTMLCanvasElement}
*/
public canvas: HTMLCanvasElement;
/**
* A reference to the Canvas Context2D this Sprite renders to.
* @type {CanvasRenderingContext2D}
*/
public context: CanvasRenderingContext2D;
/**
* The Cache key used for the Image Texture.
*/
public cacheKey: string;
/**
* The Texture being used to render the Sprite. Either an Image Texture from the Cache or a DynamicTexture.
*/
public texture;
/**
* Controls if the Sprite is rendered rotated or not.
* If renderRotation is false then the object can still rotate but it will never be rendered rotated.
* @type {boolean}
*/
public renderRotation: bool = true;
/**
* Flip the graphic horizontally (defaults to false)
* @type {boolean}
*/
public flippedX: bool = false;
/**
* Flip the graphic vertically (defaults to false)
* @type {boolean}
*/
public flippedY: bool = false;
/**
* Updates the texture being used to render the Sprite.
* Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture.
*/
public setTo(image = null, dynamic?: DynamicTexture = null): Sprite {
if (dynamic)
{
this._dynamicTexture = dynamic;
this.texture = this._dynamicTexture.canvas;
}
else
{
this._imageTexture = image;
this.texture = this._imageTexture;
}
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this.loaded = true;
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return this._sprite;
}
/**
* Sets a new graphic from the game cache to use as the texture for this Sprite.
* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
* @param key {string} Key of the graphic you want to load for this sprite.
* @param clearAnimations {boolean} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this boolean
* @return {Sprite} Sprite instance itself.
*/
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public loadImage(key: string, clearAnimations: bool = true) {
//if (clearAnimations && sprite.animations.frameData !== null)
//{
// sprite.animations.destroy();
//}
if (this._game.cache.getImage(key) !== null)
{
this.setTo(this._game.cache.getImage(key), null);
if (this._game.cache.isSpriteSheet(key))
{
//sprite.animations.loadFrameData(sprite._game.cache.getFrameData(key));
//sprite.collisionMask.width = sprite.animations.currentFrame.width;
//sprite.collisionMask.height = sprite.animations.currentFrame.height;
}
else
{
this._sprite.frameBounds.width = this.width;
this._sprite.frameBounds.height = this.height;
//sprite.collisionMask.width = sprite._texture.width;
//sprite.collisionMask.height = sprite._texture.height;
}
}
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}
/**
* Load a DynamicTexture as its texture.
* @param texture {DynamicTexture} The texture object to be used by this sprite.
* @return {Sprite} Sprite instance itself.
*/
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public loadDynamicTexture(texture: DynamicTexture) {
//if (sprite.animations.frameData !== null)
//{
// sprite.animations.destroy();
//}
this.setTo(null, texture);
this._sprite.frameBounds.width = this.width;
this._sprite.frameBounds.height = this.height;
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}
/**
* Getter only. The width of the texture.
* @type {number}
*/
public get width(): number {
if (this._dynamicTexture)
{
return this._dynamicTexture.width;
}
else
{
return this._imageTexture.width;
}
}
/**
* Getter only. The height of the texture.
* @type {number}
*/
public get height(): number {
if (this._dynamicTexture)
{
return this._dynamicTexture.height;
}
else
{
return this._imageTexture.height;
}
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}
}
}