phaser/src/physics/matter-js/MatterSprite.js

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var AnimationComponent = require('../../gameobjects/components/Animation');
var Bodies = require('./lib/factory/Bodies');
var Class = require('../../utils/Class');
var Components = require('./components');
var GameObject = require('../../gameobjects/GameObject');
var GetFastValue = require('../../utils/object/GetFastValue');
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var Pipeline = require('../../gameobjects/components/Pipeline');
var Sprite = require('../../gameobjects/sprite/Sprite');
var Vector2 = require('../../math/Vector2');
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/**
* @classdesc
* A Matter Physics Sprite Game Object.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
*
* @class MatterSprite
* @extends Phaser.GameObjects.Sprite
* @memberOf Phaser.Physics.Matter
* @constructor
* @since 3.0.0
*
* @extends Phaser.Physics.Matter.Components.Bounce
* @extends Phaser.Physics.Matter.Components.Collision
* @extends Phaser.Physics.Matter.Components.Force
* @extends Phaser.Physics.Matter.Components.Friction
* @extends Phaser.Physics.Matter.Components.Gravity
* @extends Phaser.Physics.Matter.Components.Mass
* @extends Phaser.Physics.Matter.Components.Sensor
* @extends Phaser.Physics.Matter.Components.SetBody
* @extends Phaser.Physics.Matter.Components.Sleep
* @extends Phaser.Physics.Matter.Components.Static
* @extends Phaser.Physics.Matter.Components.Transform
* @extends Phaser.Physics.Matter.Components.Velocity
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.Animation
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.Texture
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Physics.Matter.World} world - [description]
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with.
* @param {object} options - [description]
*/
var MatterSprite = new Class({
Extends: Sprite,
Mixins: [
Components.Bounce,
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Components.Collision,
Components.Force,
Components.Friction,
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Components.Gravity,
Components.Mass,
Components.Sensor,
Components.SetBody,
Components.Sleep,
Components.Static,
Components.Transform,
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Components.Velocity,
Pipeline
],
initialize:
function MatterSprite (world, x, y, texture, frame, options)
{
GameObject.call(this, world.scene, 'Image');
this.anims = new AnimationComponent(this);
this.setTexture(texture, frame);
this.setSizeToFrame();
this.setOrigin();
this.world = world;
this._tempVec2 = new Vector2(x, y);
var shape = GetFastValue(options, 'shape', null);
if (!shape)
{
this.body = Bodies.rectangle(x, y, this.width, this.height, options);
this.body.gameObject = this;
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if (GetFastValue(options, 'addToWorld', true))
{
world.add(this.body);
}
}
else
{
this.setBody(shape, options);
}
this.setPosition(x, y);
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this.initPipeline('TextureTintPipeline');
}
});
module.exports = MatterSprite;