mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 11:03:23 +00:00
264 lines
10 KiB
JavaScript
264 lines
10 KiB
JavaScript
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Sprite
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*/
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var Phaser;
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(function (Phaser) {
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var Sprite = (function () {
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/**
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* Create a new <code>Sprite</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
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* @param [y] {number} the initial y position of the sprite.
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* @param [key] {string} Key of the graphic you want to load for this sprite.
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*/
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function Sprite(game, x, y, key, frame) {
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if (typeof x === "undefined") { x = 0; }
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if (typeof y === "undefined") { y = 0; }
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if (typeof key === "undefined") { key = null; }
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if (typeof frame === "undefined") { frame = null; }
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/**
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* A bool representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
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*/
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this.modified = false;
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/**
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* x value of the object.
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*/
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this.x = 0;
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/**
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* y value of the object.
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*/
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this.y = 0;
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/**
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* z order value of the object.
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*/
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this.z = -1;
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/**
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* Render iteration counter
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*/
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this.renderOrderID = 0;
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this.game = game;
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this.type = Phaser.Types.SPRITE;
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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.x = x;
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this.y = y;
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this.z = -1;
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this.group = null;
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this.name = '';
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this.events = new Phaser.Components.Events(this);
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this.animations = new Phaser.Components.AnimationManager(this);
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this.input = new Phaser.Components.InputHandler(this);
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this.texture = new Phaser.Display.Texture(this);
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this.transform = new Phaser.Components.TransformManager(this);
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if(key !== null) {
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this.texture.loadImage(key, false);
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} else {
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this.texture.opaque = true;
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}
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if(frame !== null) {
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if(typeof frame == 'string') {
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this.frameName = frame;
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} else {
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this.frame = frame;
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}
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}
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this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
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this.cameraView = new Phaser.Rectangle(x, y, this.width, this.height);
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this.transform.setCache();
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this.body = new Phaser.Physics.Body(this, 0);
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this.outOfBounds = false;
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this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
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// Handy proxies
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this.scale = this.transform.scale;
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this.alpha = this.texture.alpha;
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this.origin = this.transform.origin;
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this.crop = this.texture.crop;
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}
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Object.defineProperty(Sprite.prototype, "rotation", {
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get: /**
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* The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
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function () {
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return this.transform.rotation;
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},
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set: /**
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* Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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* The value is automatically wrapped to be between 0 and 360.
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*/
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function (value) {
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this.transform.rotation = this.game.math.wrap(value, 360, 0);
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if(this.body) {
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//this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
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}
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},
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enumerable: true,
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configurable: true
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});
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Sprite.prototype.bringToTop = /**
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* Brings this Sprite to the top of its current Group, if set.
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*/
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function () {
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if(this.group) {
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this.group.bringToTop(this);
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}
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};
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Object.defineProperty(Sprite.prototype, "alpha", {
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get: /**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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function () {
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return this.texture.alpha;
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},
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set: /**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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function (value) {
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this.texture.alpha = 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(Sprite.prototype, "frame", {
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get: /**
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* Get the animation frame number.
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*/
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function () {
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return this.animations.frame;
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},
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set: /**
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* Set the animation frame by frame number.
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*/
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function (value) {
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this.animations.frame = 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(Sprite.prototype, "frameName", {
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get: /**
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* Get the animation frame name.
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*/
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function () {
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return this.animations.frameName;
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},
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set: /**
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* Set the animation frame by frame name.
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*/
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function (value) {
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this.animations.frameName = 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(Sprite.prototype, "width", {
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get: function () {
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return this.texture.width * this.transform.scale.x;
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},
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set: function (value) {
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this.transform.scale.x = value / this.texture.width;
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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(Sprite.prototype, "height", {
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get: function () {
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return this.texture.height * this.transform.scale.y;
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},
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set: function (value) {
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this.transform.scale.y = value / this.texture.height;
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},
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enumerable: true,
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configurable: true
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});
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Sprite.prototype.preUpdate = /**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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function () {
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this.transform.update();
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if(this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) {
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this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x);
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} else {
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this.worldView.x = this.x - (this.width * this.transform.origin.x);
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}
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if(this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) {
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this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y);
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} else {
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this.worldView.y = this.y - (this.height * this.transform.origin.y);
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}
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this.worldView.width = this.width;
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this.worldView.height = this.height;
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if(this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
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this.modified = true;
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}
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};
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Sprite.prototype.update = /**
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* Override this function to update your sprites position and appearance.
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*/
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function () {
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};
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Sprite.prototype.postUpdate = /**
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* Automatically called after update() by the game loop for all 'alive' objects.
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*/
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function () {
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this.animations.update();
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this.checkBounds();
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//this.transform.centerOn(this.body.aabb.pos.x, this.body.aabb.pos.y);
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if(this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
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this.modified = false;
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}
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};
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Sprite.prototype.checkBounds = function () {
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if(Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds)) {
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this.outOfBounds = false;
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} else {
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if(this.outOfBounds == false) {
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this.events.onOutOfBounds.dispatch(this);
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}
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this.outOfBounds = true;
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if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL) {
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this.kill();
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} else if(this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY) {
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this.destroy();
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}
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}
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};
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Sprite.prototype.destroy = /**
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* Clean up memory.
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*/
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function () {
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this.input.destroy();
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};
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Sprite.prototype.kill = /**
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* Handy for "killing" game objects.
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* Default behavior is to flag them as nonexistent AND dead.
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* However, if you want the "corpse" to remain in the game,
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* like to animate an effect or whatever, you should override this,
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* setting only alive to false, and leaving exists true.
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*/
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function (removeFromGroup) {
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if (typeof removeFromGroup === "undefined") { removeFromGroup = false; }
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this.alive = false;
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this.exists = false;
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if(removeFromGroup && this.group) {
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//this.group.remove(this);
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}
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this.events.onKilled.dispatch(this);
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};
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Sprite.prototype.revive = /**
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* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
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* In practice, this is most often called by <code>Object.reset()</code>.
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*/
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function () {
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this.alive = true;
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this.exists = true;
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this.events.onRevived.dispatch(this);
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};
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return Sprite;
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})();
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Phaser.Sprite = Sprite;
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})(Phaser || (Phaser = {}));
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