phaser/src/gameobjects/sprite/Sprite.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Sprites are the lifeblood of your game, used for nearly everything visual.
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*
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* At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas.
* They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input),
* events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases.
*
* @class Phaser.GameObject.Sprite
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* @constructor
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* @extends Phaser.Components.BaseTransform
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* @param {Phaser.Game} game - A reference to the currently running game.
* @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.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
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* @param {string|number} frame - If this Sprite 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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*/
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Phaser.GameObject.Sprite = function (game, x, y, key, frame)
{
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this.game = game;
Phaser.Component.BaseTransform.call(this, x, y);
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/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.SPRITE;
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/**
* @property {number} physicsType - The const physics body type of this object.
* @readonly
*/
this.physicsType = Phaser.SPRITE;
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this.name = '';
this.parent = null;
this.texture = game.textures.get(key);
this.frame = this.texture.get(frame);
this.children = new Phaser.Component.Children(this);
// Allows you to turn off a GO from rendering, but still render its children
this.skipRender = (key === undefined);
this.visible = true;
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this.data = new Phaser.Component.Data(this);
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this.color = new Phaser.Component.Color(this);
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// Temporary for now?
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// this.alpha = 1;
// this.worldAlpha = 1;
// this.blendMode = Phaser.blendModes.NORMAL;
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this.scaleMode = Phaser.scaleModes.DEFAULT;
this.exists = true;
};
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Phaser.GameObject.Sprite.prototype = Object.create(Phaser.Component.BaseTransform.prototype);
Phaser.GameObject.Sprite.prototype.constructor = Phaser.GameObject.Sprite;
/**
* Automatically called by World.preUpdate.
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*
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* @method Phaser.Sprite#preUpdate
* @memberof Phaser.Sprite
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*/
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Phaser.GameObject.Sprite.prototype.preUpdate = function ()
{
if (this.parent)
{
this.color.worldAlpha = this.parent.color.worldAlpha;
}
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this.children.preUpdate();
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};
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Phaser.GameObject.Sprite.prototype.update = function ()
{
};
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Phaser.GameObject.Sprite.prototype.postUpdate = function ()
{
};
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Object.defineProperties(Phaser.GameObject.Sprite.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;
}
}
});