phaser/todo/TS Source/display/Texture.js

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