2018-07-05 12:06:28 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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// bitmask flag for GameObject.renderMask
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var _FLAG = 8; // 1000
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/**
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* Provides methods used for getting and setting the texture of a Game Object.
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*
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* @name Phaser.GameObjects.Components.TextureCrop
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* @since 3.0.0
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*/
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var TextureCrop = {
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/**
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* The Texture this Game Object is using to render with.
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*
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* @name Phaser.GameObjects.Components.TextureCrop#texture
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* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
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* @since 3.0.0
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*/
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texture: null,
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/**
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* The Texture Frame this Game Object is using to render with.
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*
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* @name Phaser.GameObjects.Components.TextureCrop#frame
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* @type {Phaser.Textures.Frame}
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* @since 3.0.0
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*/
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frame: null,
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/**
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* A boolean flag indicating if this Game Object is being cropped or not.
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* You can toggle this at any time after `setCrop` has been called, to turn cropping on or off.
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* Equally, calling `setCrop` with no arguments will reset the crop and disable it.
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*
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* @name Phaser.GameObjects.Components.TextureCrop#isCropped
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* @type {boolean}
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* @since 3.11.0
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*/
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isCropped: false,
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/**
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* Applies a crop to a texture based Game Object, such as a Sprite or Image.
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*
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* The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
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*
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* Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just
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* changes what is shown when rendered.
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*
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* The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
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*
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* Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
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* half of it, you could call `setCrop(0, 0, 400, 600)`.
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*
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2018-07-06 11:57:42 +00:00
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* It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop
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* an area of 200x100 when applied to a Game Object that had a scale factor of 2.
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*
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* You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
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*
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* Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`.
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2018-07-05 12:06:28 +00:00
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*
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* You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow
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* the renderer to skip several internal calculations.
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*
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* @method Phaser.GameObjects.Components.TextureCrop#setCrop
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* @since 3.11.0
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*
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2018-07-06 11:57:42 +00:00
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* @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
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2018-07-05 12:06:28 +00:00
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* @param {number} [y] - The y coordinate to start the crop from.
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* @param {number} [width] - The width of the crop rectangle in pixels.
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* @param {number} [height] - The height of the crop rectangle in pixels.
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*
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* @return {this} This Game Object instance.
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*/
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setCrop: function (x, y, width, height)
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{
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if (x === undefined)
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{
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this.isCropped = false;
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}
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else if (this.frame)
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{
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2018-07-06 11:57:42 +00:00
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if (typeof x === 'number')
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{
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this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY);
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}
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else
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{
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var rect = x;
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this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY);
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}
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2018-07-05 12:06:28 +00:00
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this.isCropped = true;
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}
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return this;
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},
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/**
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* Sets the texture and frame this Game Object will use to render with.
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*
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* Textures are referenced by their string-based keys, as stored in the Texture Manager.
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*
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* @method Phaser.GameObjects.Components.TextureCrop#setTexture
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* @since 3.0.0
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*
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* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
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*
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* @return {this} This Game Object instance.
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*/
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setTexture: function (key, frame)
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{
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this.texture = this.scene.sys.textures.get(key);
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return this.setFrame(frame);
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},
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/**
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* Sets the frame this Game Object will use to render with.
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*
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* The Frame has to belong to the current Texture being used.
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*
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* It can be either a string or an index.
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*
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* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
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* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
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*
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* @method Phaser.GameObjects.Components.TextureCrop#setFrame
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* @since 3.0.0
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*
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* @param {(string|integer)} frame - The name or index of the frame within the Texture.
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* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
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* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
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*
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* @return {this} This Game Object instance.
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*/
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setFrame: function (frame, updateSize, updateOrigin)
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{
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if (updateSize === undefined) { updateSize = true; }
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if (updateOrigin === undefined) { updateOrigin = true; }
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this.frame = this.texture.get(frame);
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if (!this.frame.cutWidth || !this.frame.cutHeight)
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{
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this.renderFlags &= ~_FLAG;
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}
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else
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{
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this.renderFlags |= _FLAG;
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}
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if (this._sizeComponent && updateSize)
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{
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this.setSizeToFrame();
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}
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if (this._originComponent && updateOrigin)
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{
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if (this.frame.customPivot)
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{
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this.setOrigin(this.frame.pivotX, this.frame.pivotY);
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}
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else
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{
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this.updateDisplayOrigin();
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}
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}
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if (this.isCropped)
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{
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this.frame.updateCropUVs(this._crop, this.flipX, this.flipY);
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}
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return this;
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}
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};
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module.exports = TextureCrop;
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