/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var Components = require('./components'); var Image = require('../../gameobjects/image/Image'); /** * @classdesc * An Arcade Physics Image is an Image with an Arcade Physics body and related components. * The body can be dynamic or static. * * The main difference between an Arcade Image and an Arcade Sprite is that you cannot animate an Arcade Image. * * @class Image * @extends Phaser.GameObjects.Image * @memberof Phaser.Physics.Arcade * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Arcade.Components.Acceleration * @extends Phaser.Physics.Arcade.Components.Angular * @extends Phaser.Physics.Arcade.Components.Bounce * @extends Phaser.Physics.Arcade.Components.Debug * @extends Phaser.Physics.Arcade.Components.Drag * @extends Phaser.Physics.Arcade.Components.Enable * @extends Phaser.Physics.Arcade.Components.Friction * @extends Phaser.Physics.Arcade.Components.Gravity * @extends Phaser.Physics.Arcade.Components.Immovable * @extends Phaser.Physics.Arcade.Components.Mass * @extends Phaser.Physics.Arcade.Components.Size * @extends Phaser.Physics.Arcade.Components.Velocity * @extends Phaser.GameObjects.Components.Alpha * @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.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.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @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. */ var ArcadeImage = new Class({ Extends: Image, Mixins: [ Components.Acceleration, Components.Angular, Components.Bounce, Components.Debug, Components.Drag, Components.Enable, Components.Friction, Components.Gravity, Components.Immovable, Components.Mass, Components.Size, Components.Velocity ], initialize: function ArcadeImage (scene, x, y, texture, frame) { Image.call(this, scene, x, y, texture, frame); /** * This Game Object's Physics Body. * * @name Phaser.Physics.Arcade.Image#body * @type {?(Phaser.Physics.Arcade.Body|Phaser.Physics.Arcade.StaticBody)} * @default null * @since 3.0.0 */ this.body = null; } }); module.exports = ArcadeImage;