phaser/Phaser/gameobjects/Sprite.ts

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/// <reference path="../Game.ts" />
/// <reference path="../core/Vec2.ts" />
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/// <reference path="../core/Rectangle.ts" />
/// <reference path="../components/animation/AnimationManager.ts" />
/// <reference path="../components/sprite/Texture.ts" />
/// <reference path="../components/sprite/Input.ts" />
/// <reference path="../components/sprite/Events.ts" />
/// <reference path="../physics/Body.ts" />
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/**
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* Phaser - Sprite
*
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*/
module Phaser {
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export class Sprite implements IGameObject {
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/**
* Create a new <code>Sprite</code>.
*
* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
* @param [y] {number} the initial y position of the sprite.
* @param [key] {string} Key of the graphic you want to load for this sprite.
* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED)
*/
constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, bodyType?: number = Phaser.Types.BODY_DISABLED) {
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this.game = game;
this.type = Phaser.Types.SPRITE;
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this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
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// We give it a default size of 16x16 but when the texture loads (if given) it will reset this
this.frameBounds = new Rectangle(x, y, 16, 16);
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this.scrollFactor = new Phaser.Vec2(1, 1);
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this.x = x;
this.y = y;
this.z = -1;
this.group = null;
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// If a texture has been given the body will be set to that size, otherwise 16x16
this.body = new Phaser.Physics.Body(this, bodyType);
this.animations = new Phaser.Components.AnimationManager(this);
this.texture = new Phaser.Components.Texture(this, key);
this.input = new Phaser.Components.Input(this);
this.events = new Phaser.Components.Events(this);
this.cameraBlacklist = [];
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// Transform related (if we add any more then move to a component)
this.origin = new Phaser.Vec2(0, 0);
this.scale = new Phaser.Vec2(1, 1);
this.skew = new Phaser.Vec2(0, 0);
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}
/**
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* Reference to the main game object
*/
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public game: Game;
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/**
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* The type of game object.
*/
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public type: number;
/**
* The Group this Sprite belongs to.
*/
public group: Group;
/**
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* Controls if both <code>update</code> and render are called by the core game loop.
*/
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public exists: bool;
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/**
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* Controls if <code>update()</code> is automatically called by the core game loop.
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*/
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public active: bool;
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/**
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* Controls if this Sprite is rendered or skipped during the core game loop.
*/
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public visible: bool;
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/**
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*
*/
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public alive: bool;
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/**
* Sprite physics body.
*/
public body: Phaser.Physics.Body;
/**
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* The texture used to render the Sprite.
*/
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public texture: Phaser.Components.Texture;
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/**
* The Input component
*/
public input: Phaser.Components.Input;
/**
* The Events component
*/
public events: Phaser.Components.Events;
/**
* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
* @type AnimationManager
*/
public animations: Phaser.Components.AnimationManager;
/**
* An Array of Cameras to which this GameObject won't render
* @type {Array}
*/
public cameraBlacklist: number[];
/**
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* The frame boundary around this Sprite.
* For non-animated sprites this matches the loaded texture dimensions.
* For animated sprites it will be updated as part of the animation loop, changing to the dimensions of the current animation frame.
*/
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public frameBounds: Phaser.Rectangle;
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/**
* Scale of the Sprite. A scale of 1.0 is the original size. 0.5 half size. 2.0 double sized.
*/
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public scale: Phaser.Vec2;
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/**
* Skew the Sprite along the x and y axis. A skew value of 0 is no skew.
*/
public skew: Phaser.Vec2;
/**
* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
*/
public modified: bool = false;
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/**
* The influence of camera movement upon the Sprite.
*/
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public scrollFactor: Phaser.Vec2;
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/**
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* The Sprite origin is the point around which scale and rotation takes place.
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*/
public origin: Phaser.Vec2;
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/**
* x value of the object.
*/
public x: number = 0;
/**
* y value of the object.
*/
public y: number = 0;
/**
* z order value of the object.
*/
public z: number = 0;
/**
* This value is added to the angle of the Sprite.
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* For example if you had a sprite graphic drawn facing straight up then you could set
* angleOffset to 90 and it would correspond correctly with Phasers right-handed coordinate system.
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* @type {number}
*/
public angleOffset: number = 0;
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/**
* The angle of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
public get angle(): number {
return this.body.angle;
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}
/**
* Set the angle 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.
*/
public set angle(value: number) {
this.body.angle = this.game.math.wrap(value, 360, 0);
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}
/**
* Set the animation frame by frame number.
*/
public set frame(value: number) {
this.animations.frame = value;
}
/**
* Get the animation frame number.
*/
public get frame(): number {
return this.animations.frame;
}
/**
* Set the animation frame by frame name.
*/
public set frameName(value: string) {
this.animations.frameName = value;
}
/**
* Get the animation frame name.
*/
public get frameName(): string {
return this.animations.frameName;
}
public set width(value: number) {
this.frameBounds.width = value;
}
public get width(): number {
return this.frameBounds.width;
}
public set height(value: number) {
this.frameBounds.height = value;
}
public get height(): number {
return this.frameBounds.height;
}
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/**
* Pre-update is called right before update() on each object in the game loop.
*/
public preUpdate() {
this.frameBounds.x = this.x;
this.frameBounds.y = this.y;
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if (this.modified == false && (!this.scale.equals(1) || !this.skew.equals(0) || this.angle != 0 || this.angleOffset != 0 || this.texture.flippedX || this.texture.flippedY))
{
this.modified = true;
}
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}
/**
* Override this function to update your class's position and appearance.
*/
public update() {
}
/**
* Automatically called after update() by the game loop.
*/
public postUpdate() {
this.animations.update();
this.body.postUpdate();
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/*
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if (this.worldBounds != null)
{
if (this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL)
{
if (this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom)
{
this.kill();
}
}
else
{
if (this.x < this.worldBounds.x)
{
this.x = this.worldBounds.x;
}
else if (this.x > this.worldBounds.right)
{
this.x = this.worldBounds.right;
}
if (this.y < this.worldBounds.y)
{
this.y = this.worldBounds.y;
}
else if (this.y > this.worldBounds.bottom)
{
this.y = this.worldBounds.bottom;
}
}
}
*/
if (this.modified == true && this.scale.equals(1) && this.skew.equals(0) && this.angle == 0 && this.angleOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
{
this.modified = false;
}
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}
/**
* Clean up memory.
*/
public destroy() {
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}
/**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
* However, if you want the "corpse" to remain in the game,
* like to animate an effect or whatever, you should override this,
* setting only alive to false, and leaving exists true.
*/
public kill(removeFromGroup:bool = false) {
this.alive = false;
this.exists = false;
if (removeFromGroup && this.group)
{
this.group.remove(this);
}
this.events.onKilled.dispatch(this);
}
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by <code>Object.reset()</code>.
*/
public revive() {
this.alive = true;
this.exists = true;
this.events.onRevived.dispatch(this);
}
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}
}