/// /// /// /// /// /// /** * Phaser - SpriteUtils * * A collection of methods useful for manipulating and checking Sprites. */ module Phaser { export class SpriteUtils { static _tempPoint: Point; static _sin: number; static _cos: number; /** * Updates a Sprites cameraView Rectangle based on the given camera, sprite world position and rotation * @param camera {Camera} The Camera to use in the view * @param sprite {Sprite} The Sprite that will have its cameraView property modified * @return {Rectangle} A reference to the Sprite.cameraView property */ static updateCameraView(camera: Camera, sprite: Sprite): Rectangle { if (sprite.rotation == 0 || sprite.texture.renderRotation == false) { // Easy out sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.width * sprite.transform.origin.x)); sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.height * sprite.transform.origin.y)); sprite.cameraView.width = sprite.width; sprite.cameraView.height = sprite.height; } else { // If the sprite is rotated around its center we can use this quicker method: if (sprite.transform.origin.x == 0.5 && sprite.transform.origin.y == 0.5) { SpriteUtils._sin = sprite.transform.sin; SpriteUtils._cos = sprite.transform.cos; if (SpriteUtils._sin < 0) { SpriteUtils._sin = -SpriteUtils._sin; } if (SpriteUtils._cos < 0) { SpriteUtils._cos = -SpriteUtils._cos; } sprite.cameraView.width = Math.round(sprite.height * SpriteUtils._sin + sprite.width * SpriteUtils._cos); sprite.cameraView.height = Math.round(sprite.height * SpriteUtils._cos + sprite.width * SpriteUtils._sin); sprite.cameraView.x = Math.round(sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x) - (sprite.cameraView.width * sprite.transform.origin.x)); sprite.cameraView.y = Math.round(sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y) - (sprite.cameraView.height * sprite.transform.origin.y)); } else { sprite.cameraView.x = Math.min(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x); sprite.cameraView.y = Math.min(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y); sprite.cameraView.width = Math.max(sprite.transform.upperLeft.x, sprite.transform.upperRight.x, sprite.transform.bottomLeft.x, sprite.transform.bottomRight.x) - sprite.cameraView.x; sprite.cameraView.height = Math.max(sprite.transform.upperLeft.y, sprite.transform.upperRight.y, sprite.transform.bottomLeft.y, sprite.transform.bottomRight.y) - sprite.cameraView.y; } } return sprite.cameraView; } static getAsPoints(sprite: Sprite): Phaser.Point[] { var out: Phaser.Point[] = []; // top left out.push(new Point(sprite.x, sprite.y)); // top right out.push(new Point(sprite.x + sprite.width, sprite.y)); // bottom right out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height)); // bottom left out.push(new Point(sprite.x, sprite.y + sprite.height)); return out; } /** * Checks to see if some GameObject overlaps this GameObject or Group. * If the group has a LOT of things in it, it might be faster to use Collision.overlaps(). * WARNING: Currently tilemaps do NOT support screen space overlap checks! * * @param objectOrGroup {object} The object or group being tested. * @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {boolean} Whether or not the objects overlap this. */ /* static overlaps(objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool { if (objectOrGroup.isGroup) { var results: bool = false; var i: number = 0; var members = objectOrGroup.members; while (i < length) { if (this.overlaps(members[i++], inScreenSpace, camera)) { results = true; } } return results; } if (!inScreenSpace) { return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) && (objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height); } if (camera == null) { camera = this._game.camera; } var objectScreenPos: Point = objectOrGroup.getScreenXY(null, camera); this.getScreenXY(this._point, camera); return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); } */ /** * Checks to see if the given x and y coordinates overlaps this Sprite, taking scaling and rotation into account. * The coordinates must be given in world space, not local or camera space. * * @param sprite {Sprite} The Sprite to check. It will take scaling and rotation into account. * @param x {Number} The x coordinate in world space. * @param y {Number} The y coordinate in world space. * * @return Whether or not the point overlaps this object. */ static overlapsXY(sprite: Phaser.Sprite, x: number, y: number): bool { // if rotation == 0 then just do a rect check instead! if (sprite.transform.rotation == 0) { return Phaser.RectangleUtils.contains(sprite.cameraView, x, y); } if ((x - sprite.transform.upperLeft.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) < 0) { return false; } if ((x - sprite.transform.upperRight.x) * (sprite.transform.upperRight.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperRight.y) * (sprite.transform.upperRight.y - sprite.transform.upperLeft.y) > 0) { return false; } if ((x - sprite.transform.upperLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.upperLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) < 0) { return false; } if ((x - sprite.transform.bottomLeft.x) * (sprite.transform.bottomLeft.x - sprite.transform.upperLeft.x) + (y - sprite.transform.bottomLeft.y) * (sprite.transform.bottomLeft.y - sprite.transform.upperLeft.y) > 0) { return false; } return true; } /** * Checks to see if the given point overlaps this Sprite, taking scaling and rotation into account. * The point must be given in world space, not local or camera space. * * @param sprite {Sprite} The Sprite to check. It will take scaling and rotation into account. * @param point {Point} The point in world space you want to check. * * @return Whether or not the point overlaps this object. */ static overlapsPoint(sprite: Sprite, point: Point): bool { return overlapsXY(sprite, point.x, point.y); } /** * Check and see if this object is currently on screen. * * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {boolean} Whether the object is on screen or not. */ static onScreen(sprite: Sprite, camera: Camera = null): bool { if (camera == null) { camera = sprite.game.camera; } SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera); return (SpriteUtils._tempPoint.x + sprite.width > 0) && (SpriteUtils._tempPoint.x < camera.width) && (SpriteUtils._tempPoint.y + sprite.height > 0) && (SpriteUtils._tempPoint.y < camera.height); } /** * Call this to figure out the on-screen position of the object. * * @param point {Point} Takes a Point object and assigns the post-scrolled X and Y values of this object to it. * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {Point} The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. */ static getScreenXY(sprite: Sprite, point: Point = null, camera: Camera = null): Point { if (point == null) { point = new Point(); } if (camera == null) { camera = this._game.camera; } point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x; point.y = sprite.y - camera.y * sprite.transform.scrollFactor.y; point.x += (point.x > 0) ? 0.0000001 : -0.0000001; point.y += (point.y > 0) ? 0.0000001 : -0.0000001; return point; } /** * Set the world bounds that this GameObject can exist within based on the size of the current game world. * * @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP */ /* static setBoundsFromWorld(action?: number = GameObject.OUT_OF_BOUNDS_STOP) { this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); this.outOfBoundsAction = action; } */ /** * Handy for reviving game objects. * Resets their existence flags and position. * * @param x {number} The new X position of this object. * @param y {number} The new Y position of this object. */ static reset(sprite: Sprite, x: number, y: number) { sprite.revive(); sprite.body.touching = Types.NONE; sprite.body.wasTouching = Types.NONE; sprite.x = x; sprite.y = y; sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.body.position.x = x; sprite.body.position.y = y; } /** * Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere * in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions) * it can be stopped from leaving the world, or a section of it. * * @param x {number} x position of the bound * @param y {number} y position of the bound * @param width {number} width of its bound * @param height {number} height of its bound */ static setBounds(x: number, y: number, width: number, height: number) { //this.worldBounds = new Quad(x, y, width, height); } /** * This function creates a flat colored square image dynamically. * @param width {number} The width of the sprite you want to generate. * @param height {number} The height of the sprite you want to generate. * @param [color] {number} specifies the color of the generated block. (format is 0xAARRGGBB) * @return {Sprite} Sprite instance itself. */ /* static makeGraphic(width: number, height: number, color: string = 'rgb(255,255,255)'): Sprite { this._texture = null; this.width = width; this.height = height; this.fillColor = color; this._dynamicTexture = false; return this; } */ } }