mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 03:53:28 +00:00
219 lines
9.8 KiB
JavaScript
219 lines
9.8 KiB
JavaScript
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var Phaser;
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(function (Phaser) {
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Display - Texture
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*
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* The Texture being used to render the object (Sprite, Group background, etc). Either Image based on a DynamicTexture.
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*/
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(function (Display) {
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var Texture = (function () {
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/**
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* Creates a new Texture component
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* @param parent The object using this Texture to render.
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* @param key An optional Game.Cache key to load an image from
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*/
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function Texture(parent) {
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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this.imageTexture = null;
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/**
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* Reference to the DynamicTexture that is used as the texture for the Sprite.
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* @type {DynamicTexture}
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*/
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this.dynamicTexture = null;
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/**
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* The load status of the texture image.
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* @type {bool}
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*/
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this.loaded = false;
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/**
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* Whether the texture background is opaque or not. If set to true the object is filled with
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* the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but
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* for some effects it can be handy.
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* @type {bool}
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*/
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this.opaque = false;
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/**
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* The Background Color of the Sprite if Texture.opaque is set to true.
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* Given in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'.
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* @type {string}
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*/
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this.backgroundColor = 'rgb(255,255,255)';
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/**
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* You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
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* This is useful if you wish to apply an effect like 'lighten'.
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* If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
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* Set to null to disable.
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*/
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this.globalCompositeOperation = null;
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/**
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* Controls if the Sprite is rendered rotated or not.
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* If renderRotation is false then the object can still rotate but it will never be rendered rotated.
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* @type {bool}
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*/
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this.renderRotation = true;
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/**
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* Flip the graphic horizontally (defaults to false)
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* @type {bool}
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*/
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this.flippedX = false;
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/**
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* Flip the graphic vertically (defaults to false)
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* @type {bool}
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*/
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this.flippedY = false;
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/**
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* Is the texture a DynamicTexture?
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* @type {bool}
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*/
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this.isDynamic = false;
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this.game = parent.game;
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this.parent = parent;
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this.canvas = parent.game.stage.canvas;
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this.context = parent.game.stage.context;
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this.alpha = 1;
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this.flippedX = false;
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this.flippedY = false;
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this._width = 16;
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this._height = 16;
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this.cameraBlacklist = [];
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this._blacklist = 0;
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}
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Texture.prototype.hideFromCamera = /**
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* Hides an object from this Camera. Hidden objects are not rendered.
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*
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* @param object {Camera} The camera this object should ignore.
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*/
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function (camera) {
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if(this.isHidden(camera) == false) {
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this.cameraBlacklist.push(camera.ID);
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this._blacklist++;
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}
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};
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Texture.prototype.isHidden = /**
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* Returns true if this texture is hidden from rendering to the given camera, otherwise false.
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*/
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function (camera) {
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if(this._blacklist && this.cameraBlacklist.indexOf(camera.ID) !== -1) {
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return true;
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}
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return false;
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};
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Texture.prototype.showToCamera = /**
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* Un-hides an object previously hidden to this Camera.
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* The object must implement a public cameraBlacklist property.
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*
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* @param object {Sprite/Group} The object this camera should display.
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*/
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function (camera) {
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if(this.isHidden(camera)) {
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this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
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this._blacklist--;
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}
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};
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Texture.prototype.setTo = /**
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* Updates the texture being used to render the Sprite.
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* Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture.
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*/
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function (image, dynamic) {
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if (typeof image === "undefined") { image = null; }
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if (typeof dynamic === "undefined") { dynamic = null; }
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if(dynamic) {
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this.isDynamic = true;
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this.dynamicTexture = dynamic;
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this.texture = this.dynamicTexture.canvas;
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} else {
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this.isDynamic = false;
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this.imageTexture = image;
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this.texture = this.imageTexture;
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this._width = image.width;
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this._height = image.height;
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}
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this.loaded = true;
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return this.parent;
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};
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Texture.prototype.loadImage = /**
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* Sets a new graphic from the game cache to use as the texture for this Sprite.
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* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
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* @param key {string} Key of the graphic you want to load for this sprite.
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* @param clearAnimations {bool} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this bool
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* @param updateBody {bool} Update the physics body dimensions to match the newly loaded texture/frame?
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*/
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function (key, clearAnimations, updateBody) {
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if (typeof clearAnimations === "undefined") { clearAnimations = true; }
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if (typeof updateBody === "undefined") { updateBody = true; }
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if(clearAnimations && this.parent['animations'] && this.parent['animations'].frameData !== null) {
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this.parent.animations.destroy();
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}
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if(this.game.cache.getImage(key) !== null) {
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this.setTo(this.game.cache.getImage(key), null);
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this.cacheKey = key;
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if(this.game.cache.isSpriteSheet(key) && this.parent['animations']) {
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this.parent.animations.loadFrameData(this.parent.game.cache.getFrameData(key));
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} else {
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if(updateBody && this.parent['body']) {
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this.parent.body.bounds.width = this.width;
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this.parent.body.bounds.height = this.height;
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}
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}
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}
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};
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Texture.prototype.loadDynamicTexture = /**
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* Load a DynamicTexture as its texture.
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* @param texture {DynamicTexture} The texture object to be used by this sprite.
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*/
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function (texture) {
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if(this.parent.animations.frameData !== null) {
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this.parent.animations.destroy();
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}
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this.setTo(null, texture);
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this.parent.texture.width = this.width;
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this.parent.texture.height = this.height;
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};
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Object.defineProperty(Texture.prototype, "width", {
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get: /**
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* The width of the texture. If an animation it will be the frame width, not the width of the sprite sheet.
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* If using a DynamicTexture it will be the width of the dynamic texture itself.
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* @type {number}
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*/
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function () {
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if(this.isDynamic) {
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return this.dynamicTexture.width;
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} else {
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return this._width;
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}
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},
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set: function (value) {
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this._width = value;
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(Texture.prototype, "height", {
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get: /**
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* The height of the texture. If an animation it will be the frame height, not the height of the sprite sheet.
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* If using a DynamicTexture it will be the height of the dynamic texture itself.
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* @type {number}
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*/
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function () {
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if(this.isDynamic) {
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return this.dynamicTexture.height;
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} else {
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return this._height;
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}
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},
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set: function (value) {
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this._height = value;
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},
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enumerable: true,
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configurable: true
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});
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return Texture;
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})();
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Display.Texture = Texture;
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})(Phaser.Display || (Phaser.Display = {}));
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var Display = Phaser.Display;
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})(Phaser || (Phaser = {}));
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