phaser/wip/gameobjects/pixelfield/PixelField.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}
*/
/**
* A PixelField is a container, with a position, rotation and scale, that renders pixels.
* So it maintains a list of pixels (just coordinates + a color), and renders with a custom batch shader.
*
* @class Phaser.GameObject.PixelField
* @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.
*/
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Phaser.GameObject.PixelField = function (state, x, y, pixelSize)
{
if (pixelSize === undefined) { pixelSize = 1; }
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var _texture = state.game.textures.get('__DEFAULT');
var _frame = new Phaser.TextureFrame(_texture, 'pixel', 0, 0, 0, pixelSize, pixelSize);
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Phaser.GameObject.call(this, state, x, y, _texture, _frame);
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.PIXELFIELD;
this.list = [];
this.getColor32 = function (r, g, b, a)
{
a *= 255;
return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0;
};
};
Phaser.GameObject.PixelField.prototype = Object.create(Phaser.GameObject.prototype);
Phaser.GameObject.PixelField.prototype.constructor = Phaser.GameObject.PixelField;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.GameObject.PixelField.prototype.preUpdate = function ()
{
if (this.parent)
{
this.color.worldAlpha = this.parent.color.worldAlpha;
}
};
// Ideas:
//
// Pixel velocity?
// Pixel fade (alpha out) duration?
// Kill pixel
// Remove pixel
Phaser.GameObject.PixelField.prototype.add = function (x, y, r, g, b, a)
{
this.list.push({
x: x,
y: y,
a: a,
color: this.getColor32(r, g, b, a)
});
};
// Phaser.GameObject.Image.prototype.update = function ()
// {
// };
// Phaser.GameObject.Image.prototype.postUpdate = function ()
// {
// };
Object.defineProperties(Phaser.GameObject.PixelField.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;
}
}
});