phaser/Phaser/system/animation/Frame.ts

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/// <reference path="../../Game.ts" />
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/**
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* Phaser - Frame
*
* A Frame is a single frame of an animation and is part of a FrameData collection.
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*/
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module Phaser {
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export class Frame {
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/**
* Frame constructor
* Create a new <code>Frame</code> with specific position, size and name.
*
* @param x {number} X position within the image to cut from.
* @param y {number} Y position within the image to cut from.
* @param width {number} Width of the frame.
* @param height {number} Height of the frame.
* @param name {string} Name of this frame.
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*/
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constructor(x: number, y: number, width: number, height: number, name: string) {
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this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.name = name;
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this.rotated = false;
this.trimmed = false;
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}
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/**
* X position within the image to cut from.
* @type {number}
*/
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public x: number;
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/**
* Y position within the image to cut from.
* @type {number}
*/
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public y: number;
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/**
* Width of the frame.
* @type {number}
*/
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public width: number;
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/**
* Height of the frame.
* @type {number}
*/
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public height: number;
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/**
* Useful for Sprite Sheets.
* @type {number}
*/
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public index: number;
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/**
* Useful for Texture Atlas files. (is set to the filename value)
*/
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public name: string = '';
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/**
* Rotated? (not yet implemented)
*/
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public rotated: bool = false;
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/**
* Either cw or ccw, rotation is always 90 degrees.
*/
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public rotationDirection: string = 'cw';
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/**
* Was it trimmed when packed?
* @type {boolean}
*/
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public trimmed: bool;
// The coordinates of the trimmed sprite inside the original sprite
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/**
* Width of the original sprite.
* @type {number}
*/
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public sourceSizeW: number;
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/**
* Height of the original sprite.
* @type {number}
*/
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public sourceSizeH: number;
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/**
* X position of the trimmed sprite inside original sprite.
* @type {number}
*/
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public spriteSourceSizeX: number;
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/**
* Y position of the trimmed sprite inside original sprite.
* @type {number}
*/
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public spriteSourceSizeY: number;
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/**
* Width of the trimmed sprite.
* @type {number}
*/
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public spriteSourceSizeW: number;
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/**
* Height of the trimmed sprite.
* @type {number}
*/
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public spriteSourceSizeH: number;
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/**
* Set rotation of this frame. (Not yet supported!)
*/
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public setRotation(rotated: bool, rotationDirection: string) {
// Not yet supported
}
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/**
* Set trim of the frame.
* @param trimmed {boolean} Whether this frame trimmed or not.
* @param actualWidth {number} Actual width of this frame.
* @param actualHeight {number} Actual height of this frame.
* @param destX {number} Destiny x position.
* @param destY {number} Destiny y position.
* @param destWidth {number} Destiny draw width.
* @param destHeight {number} Destiny draw height.
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*/
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public setTrim(trimmed: bool, actualWidth, actualHeight, destX, destY, destWidth, destHeight, ) {
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this.trimmed = trimmed;
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this.sourceSizeW = actualWidth;
this.sourceSizeH = actualHeight;
this.spriteSourceSizeX = destX;
this.spriteSourceSizeY = destY;
this.spriteSourceSizeW = destWidth;
this.spriteSourceSizeH = destHeight;
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}
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}
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}