SpriteBatch converted. It's an extended Group and Batch merged and works amazingly :) Ported over the maggots demo to test and wow!

This commit is contained in:
photonstorm 2014-02-14 01:39:01 +00:00
parent 3e99391cbf
commit 58e44f75e3
8 changed files with 180 additions and 0 deletions

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@ -95,6 +95,7 @@ module.exports = function (grunt) {
'src/gameobjects/Button.js',
'src/gameobjects/Graphics.js',
'src/gameobjects/RenderTexture.js',
'src/gameobjects/SpriteBatch.js',
'src/system/Canvas.js',
'src/system/StageScaleMode.js',

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@ -141,6 +141,7 @@
<script src="$path/src/gameobjects/Button.js"></script>
<script src="$path/src/gameobjects/Graphics.js"></script>
<script src="$path/src/gameobjects/RenderTexture.js"></script>
<script src="$path/src/gameobjects/SpriteBatch.js"></script>
<script src="$path/src/system/Canvas.js"></script>
<script src="$path/src/system/StageScaleMode.js"></script>

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@ -0,0 +1,62 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('maggot', 'assets/sprites/maggot.png');
}
var batch;
var dudeBoundsPadding = 100;
var dudeBounds = new Phaser.Rectangle(-dudeBoundsPadding, -dudeBoundsPadding, 800 + dudeBoundsPadding * 2, 600 + dudeBoundsPadding * 2);
var tick = 0;
function create() {
batch = game.add.spriteBatch();
var total = (game.renderType === Phaser.WEBGL) ? 10000 : 100;
for (var i = 0; i < total; i++)
{
var dude = batch.create(game.world.randomX, game.world.randomY, 'maggot');
dude.anchor.set(0.5);
dude.scale.set(0.8 + Math.random() * 0.3);
dude.direction = Math.random() * Math.PI * 2;
dude.turningSpeed = Math.random() - 0.8;
dude.speed = (2 + Math.random() * 2) * 0.2;
dude.offset = Math.random() * 100;
}
}
function update() {
batch.forEach(updateMaggot, this, false);
tick += 0.1;
}
function updateMaggot(dude) {
dude.scale.y = 0.95 + Math.sin(tick + dude.offset) * 0.05
dude.direction += dude.turningSpeed * 0.01;
dude.position.x += Math.sin(dude.direction) * (dude.speed * dude.scale.y);
dude.position.y += Math.cos(dude.direction) * (dude.speed * dude.scale.y);
dude.rotation = -dude.direction + Math.PI;
// wrap the dudes by testing their bounds..
if (dude.position.x < dudeBounds.x)
dude.position.x += dudeBounds.width;
else if (dude.position.x > dudeBounds.x + dudeBounds.width)
dude.position.x -= dudeBounds.width;
if (dude.position.y < dudeBounds.y)
dude.position.y += dudeBounds.height;
else if (dude.position.y > dudeBounds.y + dudeBounds.height)
dude.position.y -= dudeBounds.height;
}

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@ -0,0 +1,62 @@
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('maggot', 'assets/sprites/maggot.png');
}
var batch;
var dudeBoundsPadding = 100;
var dudeBounds = new Phaser.Rectangle(-dudeBoundsPadding, -dudeBoundsPadding, 800 + dudeBoundsPadding * 2, 600 + dudeBoundsPadding * 2);
var tick = 0;
function create() {
batch = game.add.spriteBatch();
var total = (game.renderType === Phaser.WEBGL) ? 10000 : 100;
for (var i = 0; i < total; i++)
{
var dude = batch.create(game.world.randomX, game.world.randomY, 'maggot');
dude.anchor.set(0.5);
dude.scale.set(0.8 + Math.random() * 0.3);
dude.direction = Math.random() * Math.PI * 2;
dude.turningSpeed = Math.random() - 0.8;
dude.speed = (2 + Math.random() * 2) * 0.2;
dude.offset = Math.random() * 100;
}
}
function update() {
batch.forEach(updateMaggot, this, false);
tick += 0.1;
}
function updateMaggot(dude) {
dude.scale.y = 0.95 + Math.sin(tick + dude.offset) * 0.05
dude.direction += dude.turningSpeed * 0.01;
dude.position.x += Math.sin(dude.direction) * (dude.speed * dude.scale.y);
dude.position.y += Math.cos(dude.direction) * (dude.speed * dude.scale.y);
dude.rotation = -dude.direction + Math.PI;
// wrap the dudes by testing their bounds..
if (dude.position.x < dudeBounds.x)
dude.position.x += dudeBounds.width;
else if (dude.position.x > dudeBounds.x + dudeBounds.width)
dude.position.x -= dudeBounds.width;
if (dude.position.y < dudeBounds.y)
dude.position.y += dudeBounds.height;
else if (dude.position.y > dudeBounds.y + dudeBounds.height)
dude.position.y -= dudeBounds.height;
}

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@ -35,6 +35,7 @@ var Phaser = Phaser || {
CANVAS_FILTER: 14,
WEBGL_FILTER: 15,
ELLIPSE: 16,
SPRITEBATCH: 16,
NONE: 0,
LEFT: 1,

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@ -109,6 +109,24 @@ Phaser.GameObjectFactory.prototype = {
},
/**
* A Group is a container for display objects that allows for fast pooling, recycling and collision checks.
*
* @method Phaser.GameObjectFactory#spriteBatch
* @param {any} parent - The parent Group or DisplayObjectContainer that will hold this group, if any.
* @param {string} [name='group'] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
* @return {Phaser.Group} The newly created group.
*/
spriteBatch: function (parent, name, addToStage) {
if (typeof name === 'undefined') { name = 'group'; }
if (typeof addToStage === 'undefined') { addToStage = false; }
return new Phaser.SpriteBatch(this.game, parent, name, addToStage);
},
/**
* Creates a new Sound object.
*

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@ -0,0 +1,35 @@
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser SpriteBatch constructor.
* @class Phaser.SpriteBatch
* @classdesc A Group is a container for display objects that allows for fast pooling and object recycling. Groups can be nested within other Groups and have their own local transforms.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {Phaser.Group|Phaser.Sprite} parent - The parent Group, DisplayObject or DisplayObjectContainer that this Group will be added to. If undefined or null it will use game.world.
* @param {string} [name=group] - A name for this Group. Not used internally but useful for debugging.
* @param {boolean} [addToStage=false] - If set to true this Group will be added directly to the Game.Stage instead of Game.World.
*/
Phaser.SpriteBatch = function (game, parent, name, addToStage) {
PIXI.SpriteBatch.call(this);
Phaser.Group.call(this, game, parent, name, addToStage);
/**
* @property {number} type - Internal Phaser Type value.
* @protected
*/
this.type = Phaser.SPRITEBATCH;
};
// Phaser.SpriteBatch.prototype = Object.create(Phaser.Group.prototype);
Phaser.SpriteBatch.prototype = Phaser.Utils.extend(true, Phaser.SpriteBatch.prototype, Phaser.Group.prototype, PIXI.SpriteBatch.prototype);
Phaser.SpriteBatch.prototype.constructor = Phaser.SpriteBatch;