mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 17:16:03 +00:00
381 lines
12 KiB
JavaScript
381 lines
12 KiB
JavaScript
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Phaser.TileSprite = function (game, x, y, width, height, key, frame) {
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x = x || 0;
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y = y || 0;
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width = width || 256;
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height = height || 256;
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key = key || null;
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frame = frame || null;
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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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/**
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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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// Phaser.Sprite.call(this);
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PIXI.TilingSprite.call(this);
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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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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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if (frame !== null)
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{
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if (typeof frame === 'string')
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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 width of the tiling sprite
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*
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* @property width
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* @type Number
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*/
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this.width = width;
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/**
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* The height of the tiling sprite
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*
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* @property height
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* @type Number
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*/
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this.height = height;
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/**
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* Should this Sprite be automatically culled if out of range of the camera?
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* A culled sprite has its visible property set to 'false'.
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* Note that this check doesn't look at this Sprites children, which may still be in camera range.
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* So you should set autoCull to false if the Sprite will have children likely to still be in camera range.
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*
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* @property autoCull
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* @type Boolean
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*/
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this.autoCull = false;
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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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// Influence of camera movement upon the position
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this.scrollFactor = new Phaser.Point(1, 1);
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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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// this.anchor = new Phaser.Point();
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/**
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* The scaling of the image that is being tiled
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*
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* @property tileScale
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* @type Point
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*/
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this.tileScale = new Phaser.Point(1,1);
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/**
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* The offset position of the image that is being tiled
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*
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* @property tilePosition
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* @type Point
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*/
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this.tilePosition = new Phaser.Point(0,0);
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this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
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this.x = x;
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this.y = y;
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this.position.x = x;
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this.position.y = y;
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// A mini cache for storing all of the calculated values
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this._cache = {
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dirty: false,
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// Transform cache
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a00: 1, a01: 0, a02: x, a10: 0, a11: 1, a12: y, id: 1,
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// Bounds check
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left: null, right: null, top: null, bottom: null,
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// The previous calculated position inc. camera x/y and scrollFactor
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x: -1, y: -1,
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// The actual scale values based on the worldTransform
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scaleX: 1, scaleY: 1,
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// The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size
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width: width, height: height,
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// The current frame index, used to check for bounds updates
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frameWidth: 0, frameHeight: 0,
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boundsX: 0, boundsY: 0,
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// If this sprite visible to the camera (regardless of being set to visible or not)
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cameraVisible: true
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};
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// Corner points
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this.offset = new Phaser.Point();
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this.topLeft = new Phaser.Point();
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this.topRight = new Phaser.Point();
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this.bottomRight = new Phaser.Point();
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this.bottomLeft = new Phaser.Point();
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this.bounds = new Phaser.Rectangle(x, y, this.width, this.height);
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this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
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this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y);
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this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height);
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this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height);
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};
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Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
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Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
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/**
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* Automatically called by the game loop.
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*/
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Phaser.TileSprite.prototype.update = function () {
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this._cache.dirty = false;
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this.animations.update();
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this._cache.x = this.x - (this.game.world.camera.x * this.scrollFactor.x);
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this._cache.y = this.y - (this.game.world.camera.y * this.scrollFactor.y);
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// If this sprite or the camera have moved then let's update everything
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// It may have rotated though ...
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if (this.position.x != this._cache.x || this.position.y != this._cache.y)
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{
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this.position.x = this._cache.x;
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this.position.y = this._cache.y;
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this._cache.dirty = true;
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}
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if (this.visible)
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{
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// |a c tx|
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// |b d ty|
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// |0 0 1|
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// Only update the values we need
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if (this.worldTransform[0] != this._cache.a00 || this.worldTransform[1] != this._cache.a01)
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{
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this._cache.a00 = this.worldTransform[0]; // scaleX a
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this._cache.a01 = this.worldTransform[1]; // skewY c
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this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01));
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this._cache.a01 *= -1;
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this._cache.dirty = true;
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}
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// Need to test, but probably highly unlikely that a scaleX would happen without effecting the Y skew
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if (this.worldTransform[3] != this._cache.a10 || this.worldTransform[4] != this._cache.a11)
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{
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this._cache.a10 = this.worldTransform[3]; // skewX b
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this._cache.a11 = this.worldTransform[4]; // scaleY d
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this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11));
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this._cache.a10 *= -1;
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this._cache.dirty = true;
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}
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if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12)
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{
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this._cache.a02 = this.worldTransform[2]; // translateX tx
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this._cache.a12 = this.worldTransform[5]; // translateY ty
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this._cache.dirty = true;
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}
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if (this._cache.dirty || this.texture.frame.width != this._cache.frameWidth || this.texture.frame.height != this._cache.frameHeight)
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{
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this._cache.frameWidth = this.texture.frame.width;
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this._cache.frameHeight = this.texture.frame.height;
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this._cache.width = this.width * this._cache.scaleX;
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this._cache.height = this.height * this._cache.scaleY;
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this._cache.dirty = true;
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}
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if (this._cache.dirty)
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{
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this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10);
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this.updateBounds();
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}
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}
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else
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{
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// We still need to work out the bounds in case the camera has moved
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// but we can't use the local or worldTransform to do it, as Pixi resets that if a Sprite is invisible.
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// So we'll compare against the cached state + new position.
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if (this._cache.dirty && this.visible == false)
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{
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this.bounds.x -= this._cache.boundsX - this._cache.x;
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this._cache.boundsX = this._cache.x;
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this.bounds.y -= this._cache.boundsy - this._cache.y;
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this._cache.boundsY = this._cache.y;
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}
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}
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// Re-run the camera visibility check
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if (this._cache.dirty)
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{
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this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0);
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if (this.autoCull == true)
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{
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this.visible = this._cache.cameraVisible;
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}
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}
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// Check our bounds
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}
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Phaser.TileSprite.prototype.updateBounds = function() {
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// Update the edge points
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this.offset.setTo(this._cache.a02, this._cache.a12);
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this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y);
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this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y);
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this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height);
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this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.height);
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this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
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this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
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this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top);
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// This is the coordinate the Sprite was at when the last bounds was created
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this._cache.boundsX = this._cache.x;
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this._cache.boundsY = this._cache.y;
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}
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Phaser.TileSprite.prototype.getLocalPosition = function(p, x, y) {
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p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this._cache.scaleX) + this._cache.a02;
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p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this._cache.scaleY) + this._cache.a12;
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return p;
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}
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Phaser.TileSprite.prototype.getBounds = function(rect) {
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rect = rect || new Phaser.Rectangle;
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var left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
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var right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x);
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var top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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var bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y);
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rect.x = left;
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rect.y = top;
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rect.width = right - left;
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rect.height = bottom - top;
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return rect;
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}
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Object.defineProperty(Phaser.TileSprite.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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Object.defineProperty(Phaser.TileSprite.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.TileSprite.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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Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", {
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/**
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* Is this sprite visible to the camera or not?
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*/
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get: function () {
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return this._cache.cameraVisible;
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}
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});
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