phaser/src/gameobjects/components/TextureCrop.js

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