2014-02-08 07:24:22 +00:00
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< title > Phaser Source: gameobjects/Image.js< / title >
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< a href = "Phaser.FrameData.html" > FrameData< / a >
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< a href = "Phaser.Game.html" > Game< / a >
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< a href = "Phaser.GameObjectCreator.html" > GameObjectCreator< / a >
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< a href = "Phaser.GameObjectFactory.html" > GameObjectFactory< / a >
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< a href = "Phaser.Physics.P2.BodyDebug.html" > BodyDebug< / a >
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< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
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< a href = "Phaser.Physics.P2.GearConstraint.html" > GearConstraint< / a >
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< a href = "Phaser.Physics.P2.InversePointProxy.html" > InversePointProxy< / a >
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< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
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< a href = "Phaser.Physics.P2.PointProxy.html" > PointProxy< / a >
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< a href = "Phaser.Physics.P2.PrismaticConstraint.html" > PrismaticConstraint< / a >
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< a href = "Phaser.Physics.P2.RevoluteConstraint.html" > RevoluteConstraint< / a >
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< a href = "Phaser.RenderTexture.html" > RenderTexture< / a >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< h1 class = "page-title" > Source: gameobjects/Image.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Image
*
* @classdesc Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate of the Imaget. The coordinate is relative to any parent container this Image may be in.
* @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
*/
Phaser.Image = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
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* @property {boolean} exists - If exists = false then the Image isn't updated by the core game loop.
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* @default
*/
this.exists = true;
/**
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* @property {string} name - The user defined name given to this Image.
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* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.IMAGE;
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/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
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*/
this.events = new Phaser.Events(this);
/**
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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*/
this.key = key;
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/**
* @property {number} _frame - Internal cache var.
* @private
*/
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this._frame = 0;
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/**
* @property {string} _frameName - Internal cache var.
* @private
*/
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this._frameName = '';
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
this.loadTexture(key, frame);
this.position.set(x, y);
/**
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* @property {Phaser.Point} world - The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.
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*/
this.world = new Phaser.Point(x, y);
/**
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* Should this Image be automatically culled if out of range of the camera?
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* A culled sprite has its renderable property set to 'false'.
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
*
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* @property {boolean} autoCull - A flag indicating if the Image should be automatically camera culled or not.
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* @default
*/
this.autoCull = false;
/**
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* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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*/
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this.input = null;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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/**
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* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0 ];
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};
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Image.prototype.constructor = Phaser.Image;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.Image.prototype.preUpdate = function() {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
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this._cache[3] = -1;
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return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
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this._cache[3] = this.game.stage.currentRenderOrderID++;
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].preUpdate();
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}
return true;
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}
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.Image#update
* @memberof Phaser.Image
*/
Phaser.Image.prototype.update = function() {
}
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/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.Image#postUpdate
* @memberof Phaser.Image
*/
Phaser.Image.prototype.postUpdate = function() {
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if (this.key instanceof Phaser.BitmapData)
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{
this.key.render();
}
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// Fixed to Camera?
if (this._cache[7] === 1)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].postUpdate();
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}
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}
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/**
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* Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
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* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Image#loadTexture
* @memberof Phaser.Image
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
Phaser.Image.prototype.loadTexture = function (key, frame) {
frame = frame || 0;
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
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return;
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}
else if (key instanceof Phaser.BitmapData)
{
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this.key = key;
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this.setTexture(key.texture);
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return;
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}
else if (key instanceof PIXI.Texture)
{
this.key = key;
this.setTexture(key);
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return;
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}
else
{
if (key === null || typeof key === 'undefined')
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
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return;
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}
else if (typeof key === 'string' & & !this.game.cache.checkImageKey(key))
{
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
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return;
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}
if (this.game.cache.isSpriteSheet(key))
{
this.key = key;
var frameData = this.game.cache.getFrameData(key);
if (typeof frame === 'string')
{
this._frame = 0;
this._frameName = frame;
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(frame).uuid]);
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return;
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}
else
{
this._frame = frame;
this._frameName = '';
this.setTexture(PIXI.TextureCache[frameData.getFrame(frame).uuid]);
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return;
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}
}
else
{
this.key = key;
this.setTexture(PIXI.TextureCache[key]);
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return;
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}
}
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}
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/**
* Crop allows you to crop the texture used to display this Image.
* Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
*
* @method Phaser.Image#crop
* @memberof Phaser.Image
* @param {Phaser.Rectangle} rect - The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.
*/
Phaser.Image.prototype.crop = function(rect) {
if (typeof rect === 'undefined' || rect === null)
{
// Clear any crop that may be set
if (this.texture.hasOwnProperty('sourceWidth'))
{
this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight));
}
}
else
{
// Do we need to clone the PIXI.Texture object?
if (this.texture instanceof PIXI.Texture)
{
// Yup, let's rock it ...
var local = {};
Phaser.Utils.extend(true, local, this.texture);
local.sourceWidth = local.width;
local.sourceHeight = local.height;
local.frame = rect;
local.width = rect.width;
local.height = rect.height;
this.texture = local;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
}
else
{
this.texture.setFrame(rect);
}
}
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}
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/**
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* Brings a 'dead' Image back to life, optionally giving it the health value specified.
* A resurrected Image has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.
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*
* @method Phaser.Image#revive
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.revive = function() {
this.alive = true;
this.exists = true;
this.visible = true;
if (this.events)
{
this.events.onRevived.dispatch(this);
}
return this;
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}
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/**
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* Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
* Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
* If you don't need this Image any more you should call Image.destroy instead.
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*
* @method Phaser.Image#kill
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.kill = function() {
this.alive = false;
this.exists = false;
this.visible = false;
if (this.events)
{
this.events.onKilled.dispatch(this);
}
return this;
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}
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/**
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* Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
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* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Image#destroy
* @memberof Phaser.Image
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
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Phaser.Image.prototype.destroy = function(destroyChildren) {
if (this.game === null) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
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if (this.parent)
{
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if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
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}
if (this.events)
{
this.events.destroy();
}
if (this.input)
{
this.input.destroy();
}
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var i = this.children.length;
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if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
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{
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while (i--)
{
this.removeChild(this.children[i]);
}
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}
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this.alive = false;
this.exists = false;
this.visible = false;
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this.filters = null;
this.mask = null;
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this.game = null;
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}
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/**
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* Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
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*
* @method Phaser.Image#reset
* @memberof Phaser.Image
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* @param {number} x - The x coordinate (in world space) to position the Image at.
* @param {number} y - The y coordinate (in world space) to position the Image at.
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* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.reset = function(x, y) {
this.world.setTo(x, y);
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
return this;
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}
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/**
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* Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
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* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Image#bringToTop
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
*/
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Phaser.Image.prototype.bringToTop = function() {
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if (this.parent)
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{
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this.parent.bringToTop(this);
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}
return this;
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}
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/**
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* Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
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* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
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* If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
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*
* @name Phaser.Image#angle
* @property {number} angle - The angle of this Image in degrees.
*/
Object.defineProperty(Phaser.Image.prototype, "angle", {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
/**
* Returns the delta x value. The difference between world.x now and in the previous step.
*
* @name Phaser.Image#deltaX
* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "deltaX", {
get: function() {
return this.world.x - this._cache[0];
}
});
/**
* Returns the delta y value. The difference between world.y now and in the previous step.
*
* @name Phaser.Image#deltaY
* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "deltaY", {
get: function() {
return this.world.y - this._cache[1];
}
});
/**
* Returns the delta z value. The difference between rotation now and in the previous step.
*
* @name Phaser.Image#deltaZ
* @property {number} deltaZ - The delta value.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "deltaZ", {
get: function() {
return this.rotation - this._cache[2];
}
});
/**
* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
*
* @name Phaser.Image#inWorld
* @property {boolean} inWorld - True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "inWorld", {
get: function() {
return this.game.world.bounds.intersects(this.getBounds());
}
});
/**
* Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
*
* @name Phaser.Image#inCamera
* @property {boolean} inCamera - True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "inCamera", {
get: function() {
return this.game.world.camera.screenView.intersects(this.getBounds());
}
});
/**
* @name Phaser.Image#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture for display.
*/
Object.defineProperty(Phaser.Image.prototype, "frame", {
get: function() {
return this._frame;
},
set: function(value) {
if (value !== this.frame & & this.game.cache.isSpriteSheet(this.key))
{
var frameData = this.game.cache.getFrameData(this.key);
if (frameData & & value < frameData.total & & frameData.getFrame(value))
{
this.setTexture(PIXI.TextureCache[frameData.getFrame(value).uuid]);
this._frame = value;
}
}
}
});
/**
* @name Phaser.Image#frameName
* @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display.
*/
Object.defineProperty(Phaser.Image.prototype, "frameName", {
get: function() {
return this._frameName;
},
set: function(value) {
if (value !== this.frameName & & this.game.cache.isSpriteSheet(this.key))
{
var frameData = this.game.cache.getFrameData(this.key);
if (frameData & & frameData.getFrameByName(value))
{
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(value).uuid]);
this._frameName = value;
}
}
}
});
/**
* @name Phaser.Image#renderOrderID
* @property {number} renderOrderID - The render order ID, reset every frame.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "renderOrderID", {
get: function() {
return this._cache[3];
}
});
/**
* By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.Image#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.Image.prototype, "inputEnabled", {
get: function () {
return (this.input & & this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input & & this.input.enabled)
{
this.input.stop();
}
}
}
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});
/**
* An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.Image#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this Image to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.Image.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
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});
/**
* Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.
*
* @name Phaser.Image#smoothed
* @property {boolean} smoothed - Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)
*/
Object.defineProperty(Phaser.Image.prototype, "smoothed", {
get: function () {
return !this.texture.baseTexture.scaleMode;
},
set: function (value) {
if (value)
{
if (this.texture)
{
this.texture.baseTexture.scaleMode = 0;
}
}
else
{
if (this.texture)
{
this.texture.baseTexture.scaleMode = 1;
}
}
}
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});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
2014-03-24 12:41:45 +00:00
on Mon Mar 24 2014 12:38:38 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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