2013-08-30 03:20:14 +00:00
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Phaser.Sprite = function (game, x, y, key, frame) {
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2013-08-31 20:50:34 +00:00
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x = x || 0;
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y = y || 0;
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// if null we ought to set to the phaser logo or something :)
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key = key || null;
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frame = frame || null;
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2013-08-30 03:20:14 +00:00
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this.game = game;
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this.exists = true;
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this.active = true;
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this.visible = true;
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this.alive = true;
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this.group = null;
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this.name = '';
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// this.events = new Phaser.Components.Events(this);
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/**
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* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
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* @type AnimationManager
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*/
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this.animations = new Phaser.AnimationManager(this);
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PIXI.DisplayObjectContainer.call(this);
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/**
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* The anchor sets the origin point of the texture.
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* The default is 0,0 this means the textures origin is the top left
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* Setting than anchor to 0.5,0.5 means the textures origin is centered
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* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right
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*
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* @property anchor
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* @type Point
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*/
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2013-08-31 20:50:34 +00:00
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this.anchor = new Phaser.Point();
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/**
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* The width of the sprite (this is initially set by the texture)
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*
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* @property _width
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* @type Number
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* @private
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*/
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// this._width = 0;
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/**
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* The height of the sprite (this is initially set by the texture)
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*
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* @property _height
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* @type Number
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* @private
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*/
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// this._height = 0;
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2013-08-30 03:20:14 +00:00
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/**
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* The texture that the sprite is using
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*
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* @property texture
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* @type Texture
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*/
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this.texture = PIXI.TextureCache[key];
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2013-08-30 16:09:43 +00:00
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if (this.game.cache.isSpriteSheet(key))
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{
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this.animations.loadFrameData(this.game.cache.getFrameData(key));
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}
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2013-08-30 03:20:14 +00:00
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if (frame !== null)
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{
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2013-08-30 16:09:43 +00:00
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if (typeof frame === 'string')
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2013-08-30 03:20:14 +00:00
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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/**
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* The blend mode of sprite.
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* currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN
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*
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* @property blendMode
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* @type Number
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*/
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this.blendMode = PIXI.blendModes.NORMAL;
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2013-08-31 20:50:34 +00:00
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this._x = x;
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this._y = y;
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2013-08-30 03:20:14 +00:00
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2013-08-30 19:05:29 +00:00
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this.updateFrame = true;
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2013-08-30 03:20:14 +00:00
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this.renderable = true;
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this.position.x = x;
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this.position.y = y;
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2013-08-30 19:05:29 +00:00
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// Replaces the PIXI.Point with a slightly more flexible one
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this.scale = new Phaser.Point(1, 1);
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2013-08-31 20:50:34 +00:00
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this.scrollFactor = new Phaser.Point(1, 1);
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this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
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2013-08-30 03:20:14 +00:00
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};
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Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Sprite.prototype.constructor = Phaser.Sprite;
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/**
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* Automatically called after update() by the game loop for all 'alive' objects.
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*/
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2013-08-30 17:56:10 +00:00
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Phaser.Sprite.prototype.update = function() {
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2013-08-30 03:20:14 +00:00
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this.animations.update();
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2013-08-31 20:50:34 +00:00
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this.worldView.setTo(this._x, this._y, this.width, this.height);
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this.position.x = this._x - (this.game.world.camera.x * this.scrollFactor.x);
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this.position.y = this._y - (this.game.world.camera.y * this.scrollFactor.y);
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2013-08-30 03:20:14 +00:00
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// this.checkBounds();
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}
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2013-08-30 19:05:29 +00:00
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Object.defineProperty(Phaser.Sprite.prototype, 'angle', {
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get: function() {
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return Phaser.Math.radToDeg(this.rotation);
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},
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set: function(value) {
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this.rotation = Phaser.Math.degToRad(value);
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}
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});
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2013-08-30 03:20:14 +00:00
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Object.defineProperty(Phaser.Sprite.prototype, 'x', {
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get: function() {
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2013-08-31 20:50:34 +00:00
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return this._x;
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2013-08-30 03:20:14 +00:00
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},
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set: function(value) {
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2013-08-31 20:50:34 +00:00
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this.worldView.x = value;
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this._x = value;
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2013-08-30 03:20:14 +00:00
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}
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});
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Object.defineProperty(Phaser.Sprite.prototype, 'y', {
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get: function() {
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2013-08-31 20:50:34 +00:00
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return this._y;
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2013-08-30 03:20:14 +00:00
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},
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set: function(value) {
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2013-08-31 20:50:34 +00:00
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this.worldView.y = value;
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this._y = value;
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2013-08-30 03:20:14 +00:00
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}
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});
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Object.defineProperty(Phaser.Sprite.prototype, "frame", {
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/**
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* Get the animation frame number.
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*/
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get: function () {
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return this.animations.frame;
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},
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/**
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* Set the animation frame by frame number.
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*/
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set: function (value) {
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this.animations.frame = value;
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}
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});
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Object.defineProperty(Phaser.Sprite.prototype, "frameName", {
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/**
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* Get the animation frame name.
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*/
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get: function () {
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return this.animations.frameName;
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},
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/**
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* Set the animation frame by frame name.
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*/
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set: function (value) {
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this.animations.frameName = value;
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}
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});
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