phaser/src/gameobjects/tilesprite/TileSprite.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var CanvasPool = require('../../display/canvas/CanvasPool');
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var Class = require('../../utils/Class');
var Components = require('../components');
var CONST = require('../../const');
var GameObject = require('../GameObject');
var GetPowerOfTwo = require('../../math/pow2/GetPowerOfTwo');
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var TileSpriteRender = require('./TileSpriteRender');
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/**
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* @classdesc
* A TileSprite is a Sprite that has a repeating texture.
*
* The texture can be scrolled and scaled independently of the TileSprite itself. Textures will automatically wrap and
* are designed so that you can create game backdrops using seamless textures as a source.
*
* You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background
* that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition`
* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
*
* An important note about Tile Sprites and NPOT textures: Internally, TileSprite textures use GL_REPEAT to provide
* seamless repeating of the textures. This, combined with the way in which the textures are handled in WebGL, means
* they need to be POT (power-of-two) sizes in order to wrap. If you provide a NPOT (non power-of-two) texture to a
* TileSprite it will generate a POT sized canvas and draw your texture to it, scaled up to the POT size. It's then
* scaled back down again during rendering to the original dimensions. While this works, in that it allows you to use
* any size texture for a Tile Sprite, it does mean that NPOT textures are going to appear anti-aliased when rendered,
* due to the interpolation that took place when it was resized into a POT texture. This is especially visible in
* pixel art graphics. If you notice it and it becomes an issue, the only way to avoid it is to ensure that you
* provide POT textures for Tile Sprites.
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*
* @class TileSprite
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Texture
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {number} width - The width of the Game Object.
* @param {number} height - The height of the Game Object.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var TileSprite = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.ComputedSize,
Components.Depth,
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Components.Flip,
Components.GetBounds,
Components.Mask,
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Components.Origin,
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Components.Pipeline,
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Components.ScaleMode,
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Components.ScrollFactor,
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Components.Texture,
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Components.Tint,
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Components.Transform,
Components.Visible,
TileSpriteRender
],
initialize:
function TileSprite (scene, x, y, width, height, texture, frame)
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{
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var renderer = scene.sys.game.renderer;
GameObject.call(this, scene, 'TileSprite');
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/**
* The horizontal scroll position of the Tile Sprite.
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*
* @name Phaser.GameObjects.TileSprite#tilePositionX
* @type {number}
* @default 0
* @since 3.0.0
*/
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this.tilePositionX = 0;
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/**
* The vertical scroll position of the Tile Sprite.
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*
* @name Phaser.GameObjects.TileSprite#tilePositionY
* @type {number}
* @default 0
* @since 3.0.0
*/
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this.tilePositionY = 0;
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/**
* The horizontal scale of the Tile Sprite texture.
*
* @name Phaser.GameObjects.TileSprite#tileScaleX
* @type {number}
* @default 1
* @since 3.11.0
*/
this.tileScaleX = 1;
/**
* The vertical scale of the Tile Sprite texture.
*
* @name Phaser.GameObjects.TileSprite#tileScaleY
* @type {number}
* @default 1
* @since 3.11.0
*/
this.tileScaleY = 1;
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/**
* Whether the Tile Sprite has changed in some way, requiring an re-render of its tile texture.
*
* Such changes include the texture frame and scroll position of the Tile Sprite.
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*
* @name Phaser.GameObjects.TileSprite#dirty
* @type {boolean}
* @default true
* @since 3.0.0
*/
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this.dirty = true;
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/**
* The texture that the Tile Sprite is rendered to, which is then rendered to a Scene.
* In WebGL this is a WebGLTexture. In Canvas it's a Canvas Fill Pattern.
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*
* @name Phaser.GameObjects.TileSprite#tileTexture
* @type {?(WebGLTexture|CanvasPattern)}
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* @default null
* @since 3.0.0
*/
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this.tileTexture = null;
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/**
* The renderer in use by this Tile Sprite.
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*
* @name Phaser.GameObjects.TileSprite#renderer
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* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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* @since 3.0.0
*/
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this.renderer = renderer;
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this.setTexture(texture, frame);
this.setPosition(x, y);
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this.setSize(width, height);
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this.setOriginFromFrame();
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this.initPipeline('TextureTintPipeline');
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/**
* The next power of two value from the width of the Frame.
*
* @name Phaser.GameObjects.TileSprite#potWidth
* @type {integer}
* @since 3.0.0
*/
this.potWidth = GetPowerOfTwo(this.frame.width);
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/**
* The next power of two value from the height of the Frame.
*
* @name Phaser.GameObjects.TileSprite#potHeight
* @type {integer}
* @since 3.0.0
*/
this.potHeight = GetPowerOfTwo(this.frame.height);
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/**
* The Canvas Pattern used to repeat the TileSprite's texture.
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*
* @name Phaser.GameObjects.TileSprite#canvasPattern
* @type {?CanvasPattern}
* @default null
* @since 3.0.0
*/
// this.canvasPattern = null;
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/**
* The Canvas that the TileSprite's texture is rendered to.
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*
* @name Phaser.GameObjects.TileSprite#canvasBuffer
* @type {HTMLCanvasElement}
* @since 3.0.0
*/
this.canvasBuffer = CanvasPool.create2D(this, this.potWidth, this.potHeight);
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/**
* The Canvas Context used to render the TileSprite's texture.
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*
* @name Phaser.GameObjects.TileSprite#canvasBufferCtx
* @type {CanvasRenderingContext2D}
* @since 3.0.0
*/
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this.canvasBufferCtx = this.canvasBuffer.getContext('2d');
/**
* The previous Texture Frame being used.
*
* @name Phaser.GameObjects.Components.Texture#oldFrame
* @type {Phaser.Textures.Frame}
* @private
* @since 3.0.0
*/
this.oldFrame = null;
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this.updateTileTexture();
if (scene.sys.game.config.renderType === CONST.WEBGL)
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{
scene.sys.game.renderer.onContextRestored(function (renderer)
{
var gl = renderer.gl;
this.tileTexture = null;
this.dirty = true;
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this.tileTexture = renderer.createTexture2D(0, gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT, gl.RGBA, this.canvasBuffer, this.potWidth, this.potHeight);
}, this);
}
},
/**
* Sets {@link Phaser.GameObjects.TileSprite#tilePositionX} and {@link Phaser.GameObjects.TileSprite#tilePositionY}.
*
* @method Phaser.GameObjects.TileSprite#setTilePosition
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* @since 3.3.0
*
* @param {number} [x] - The x position of this sprite's tiling texture.
* @param {number} [y] - The y position of this sprite's tiling texture.
*
* @return {Phaser.GameObjects.TileSprite} This Tile Sprite instance.
*/
setTilePosition: function (x, y)
{
if (x !== undefined)
{
this.tilePositionX = x;
}
if (y !== undefined)
{
this.tilePositionY = y;
}
return this;
},
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/**
* Render the tile texture if it is dirty, or if the frame has changed.
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*
* @method Phaser.GameObjects.TileSprite#updateTileTexture
* @since 3.0.0
*/
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updateTileTexture: function ()
{
var frame = this.frame;
if (!this.dirty && this.oldFrame === frame)
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{
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return;
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}
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this.oldFrame = frame;
var ctx = this.canvasBufferCtx;
var canvas = this.canvasBuffer;
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var fw = this.potWidth;
var fh = this.potHeight;
if (!this.renderer.gl)
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{
fw = frame.cutWidth;
fh = frame.cutHeight;
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}
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ctx.clearRect(0, 0, canvas.width, canvas.height);
canvas.width = fw;
canvas.height = fh;
ctx.drawImage(
frame.source.image,
frame.cutX, frame.cutY,
frame.cutWidth, frame.cutHeight,
0, 0,
fw, fh
);
this.tileTexture = (this.renderer.gl) ? this.renderer.canvasToTexture(canvas, this.tileTexture) : ctx.createPattern(canvas, 'repeat');
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this.dirty = false;
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},
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/**
* Internal destroy handler, called as part of the destroy process.
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*
* @method Phaser.GameObjects.TileSprite#preDestroy
* @protected
* @since 3.9.0
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*/
preDestroy: function ()
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{
if (this.renderer && this.renderer.gl)
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{
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this.renderer.deleteTexture(this.tileTexture);
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}
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CanvasPool.remove(this.canvasBuffer);
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this.tileTexture = null;
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this.canvasBufferCtx = null;
this.canvasBuffer = null;
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this.renderer = null;
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}
});
module.exports = TileSprite;