phaser/Phaser/gameobjects/Sprite.ts

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/// <reference path="../Game.ts" />
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/// <reference path="../core/Rectangle.ts" />
/// <reference path="../components/animation/AnimationManager.ts" />
/// <reference path="../components/sprite/Texture.ts" />
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/**
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* Phaser - Sprite
*
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*/
module Phaser {
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export class Sprite implements IGameObject {
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/**
* Create a new <code>Sprite</code>.
*
* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
* @param [y] {number} the initial y position of the sprite.
* @param [key] {string} Key of the graphic you want to load for this sprite.
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* @param [width] {number} The width of the object.
* @param [height] {number} The height of the object.
*/
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constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, width?: number = 16, height?: number = 16) {
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this.game = game;
this.type = Phaser.Types.SPRITE;
this.render = game.renderer.renderSprite;
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this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
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this.frameBounds = new Rectangle(x, y, width, height);
this.origin = new Phaser.Vec2(0, 0);
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this.scrollFactor = new Phaser.Vec2(1, 1);
this.scale = new Phaser.Vec2(1, 1);
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this.x = x;
this.y = y;
this.z = 0;
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this.texture = new Phaser.Components.Texture(this, key, game.stage.canvas, game.stage.context);
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this.width = this.frameBounds.width;
this.height = this.frameBounds.height;
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}
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/**
* Rotation angle of this object.
* @type {number}
*/
private _rotation: number = 0;
/**
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* Reference to the main game object
*/
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public game: Game;
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/**
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* The type of game object.
*/
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public type: number;
/**
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* Reference to the Renderer.renderSprite method. Can be overriden by custom classes.
*/
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public render;
/**
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* Controls if both <code>update</code> and render are called by the core game loop.
*/
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public exists: bool;
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/**
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* Controls if <code>update()</code> is automatically called by the core game loop.
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*/
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public active: bool;
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/**
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* Controls if this Sprite is rendered or skipped during the core game loop.
*/
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public visible: bool;
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/**
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*
*/
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public alive: bool;
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// Getters only, don't over-write these values
public width: number;
public height: number;
/**
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* The texture used to render the Sprite.
*/
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public texture: Phaser.Components.Texture;
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/**
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* The frame boundary around this Sprite.
* For non-animated sprites this matches the loaded texture dimensions.
* For animated sprites it will be updated as part of the animation loop, changing to the dimensions of the current animation frame.
*/
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public frameBounds: Phaser.Rectangle;
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/**
* Scale of the Sprite. A scale of 1.0 is the original size. 0.5 half size. 2.0 double sized.
*/
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public scale: Phaser.Vec2;
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/**
* The influence of camera movement upon the Sprite.
*/
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public scrollFactor: Phaser.Vec2;
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/**
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* The Sprite origin is the point around which scale and rotation takes place.
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*/
public origin: Phaser.Vec2;
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/**
* x value of the object.
*/
public x: number = 0;
/**
* y value of the object.
*/
public y: number = 0;
/**
* z order value of the object.
*/
public z: number = 0;
/**
* This value is added to the rotation of the Sprite.
* For example if you had a sprite graphic 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 sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
*/
public get rotation(): number {
return this._rotation;
}
/**
* Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
* The value is automatically wrapped to be between 0 and 360.
*/
public set rotation(value: number) {
this._rotation = this.game.math.wrap(value, 360, 0);
}
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/**
* Pre-update is called right before update() on each object in the game loop.
*/
public preUpdate() {
//this.last.x = this.frameBounds.x;
//this.last.y = this.frameBounds.y;
//this.collisionMask.preUpdate();
}
/**
* Override this function to update your class's position and appearance.
*/
public update() {
}
/**
* Automatically called after update() by the game loop.
*/
public postUpdate() {
/*
this.animations.update();
if (this.moves)
{
this.updateMotion();
}
if (this.worldBounds != null)
{
if (this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL)
{
if (this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom)
{
this.kill();
}
}
else
{
if (this.x < this.worldBounds.x)
{
this.x = this.worldBounds.x;
}
else if (this.x > this.worldBounds.right)
{
this.x = this.worldBounds.right;
}
if (this.y < this.worldBounds.y)
{
this.y = this.worldBounds.y;
}
else if (this.y > this.worldBounds.bottom)
{
this.y = this.worldBounds.bottom;
}
}
}
this.collisionMask.update();
if (this.inputEnabled)
{
this.updateInput();
}
this.wasTouching = this.touching;
this.touching = Collision.NONE;
*/
}
/**
* Clean up memory.
*/
public destroy() {
}
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}
}