phaser/v3/src/gameobjects/blitter/Blitter.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2016 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var CONST = require('../../const');
var GameObject = require('../GameObject');
/**
* 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.
*
* @class Phaser.GameObject.Blitter
* @extends Phaser.GameObject
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @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.
* @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.
*/
var Blitter = function (state, x, y, key, frame)
{
var _texture = state.game.textures.get(key);
var _frame = _texture.get(frame);
GameObject.call(this, state, x, y, _texture, _frame);
this.type = CONST.BLITTER;
};
Blitter.prototype = Object.create(GameObject.prototype);
Blitter.prototype.constructor = Blitter;
Blitter.prototype.renderCanvas = require('./BlitterCanvasRenderer');
Blitter.prototype.renderWebGL = require('./BlitterWebGLRenderer');
Object.defineProperties(Blitter.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;
}
}
});
module.exports = Blitter;