/// /** * Phaser - Sprite */ var Phaser; (function (Phaser) { var Sprite = (function () { /** * Create a new Sprite. * * @param game {Phaser.Game} Current game instance. * @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. */ function Sprite(game, x, y, key, frame) { if (typeof x === "undefined") { x = 0; } if (typeof y === "undefined") { y = 0; } if (typeof key === "undefined") { key = null; } if (typeof frame === "undefined") { frame = null; } /** * A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew. */ this.modified = false; /** * x value of the object. */ this.x = 0; /** * y value of the object. */ this.y = 0; /** * z order value of the object. */ this.z = -1; /** * Render iteration counter */ this.renderOrderID = 0; this.game = game; this.type = Phaser.Types.SPRITE; this.exists = true; this.active = true; this.visible = true; this.alive = true; this.x = x; this.y = y; this.z = -1; this.group = null; this.name = ''; this.events = new Phaser.Components.Events(this); this.animations = new Phaser.Components.AnimationManager(this); this.input = new Phaser.Components.InputHandler(this); this.texture = new Phaser.Display.Texture(this); this.transform = new Phaser.Components.TransformManager(this); if (key !== null) { this.texture.loadImage(key, false); } else { this.texture.opaque = true; } if (frame !== null) { if (typeof frame == 'string') { this.frameName = frame; } else { this.frame = frame; } } this.worldView = new Phaser.Rectangle(x, y, this.width, this.height); this.cameraView = new Phaser.Rectangle(x, y, this.width, this.height); this.transform.setCache(); this.outOfBounds = false; this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST; // Handy proxies this.scale = this.transform.scale; this.alpha = this.texture.alpha; this.origin = this.transform.origin; this.crop = this.texture.crop; } Object.defineProperty(Sprite.prototype, "rotation", { get: /** * The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. */ function () { return this.transform.rotation; }, set: /** * Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right. * The value is automatically wrapped to be between 0 and 360. */ function (value) { this.transform.rotation = this.game.math.wrap(value, 360, 0); if (this.body) { //this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0)); } }, enumerable: true, configurable: true }); /** * Brings this Sprite to the top of its current Group, if set. */ Sprite.prototype.bringToTop = function () { if (this.group) { this.group.bringToTop(this); } }; Object.defineProperty(Sprite.prototype, "alpha", { get: /** * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. */ function () { return this.texture.alpha; }, set: /** * The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque. */ function (value) { this.texture.alpha = value; }, enumerable: true, configurable: true }); Object.defineProperty(Sprite.prototype, "frame", { get: /** * Get the animation frame number. */ function () { return this.animations.frame; }, set: /** * Set the animation frame by frame number. */ function (value) { this.animations.frame = value; }, enumerable: true, configurable: true }); Object.defineProperty(Sprite.prototype, "frameName", { get: /** * Get the animation frame name. */ function () { return this.animations.frameName; }, set: /** * Set the animation frame by frame name. */ function (value) { this.animations.frameName = value; }, enumerable: true, configurable: true }); Object.defineProperty(Sprite.prototype, "width", { get: function () { return this.texture.width * this.transform.scale.x; }, set: function (value) { this.transform.scale.x = value / this.texture.width; }, enumerable: true, configurable: true }); Object.defineProperty(Sprite.prototype, "height", { get: function () { return this.texture.height * this.transform.scale.y; }, set: function (value) { this.transform.scale.y = value / this.texture.height; }, enumerable: true, configurable: true }); /** * Pre-update is called right before update() on each object in the game loop. */ Sprite.prototype.preUpdate = function () { this.transform.update(); if (this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) { this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x); } else { this.worldView.x = this.x - (this.width * this.transform.origin.x); } if (this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) { this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y); } else { this.worldView.y = this.y - (this.height * this.transform.origin.y); } this.worldView.width = this.width; this.worldView.height = this.height; 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)) { this.modified = true; } }; /** * Override this function to update your sprites position and appearance. */ Sprite.prototype.update = function () { }; /** * Automatically called after update() by the game loop for all 'alive' objects. */ Sprite.prototype.postUpdate = function () { this.animations.update(); this.checkBounds(); 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) { this.modified = false; } }; Sprite.prototype.checkBounds = function () { if (Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds)) { this.outOfBounds = false; } else { if (this.outOfBounds == false) { this.events.onOutOfBounds.dispatch(this); } this.outOfBounds = true; if (this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL) { this.kill(); } else if (this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY) { this.destroy(); } } }; /** * Clean up memory. */ Sprite.prototype.destroy = function () { this.input.destroy(); }; /** * 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. */ Sprite.prototype.kill = function (removeFromGroup) { if (typeof removeFromGroup === "undefined") { removeFromGroup = 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 Object.reset(). */ Sprite.prototype.revive = function () { this.alive = true; this.exists = true; this.events.onRevived.dispatch(this); }; return Sprite; })(); Phaser.Sprite = Sprite; })(Phaser || (Phaser = {}));