/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CONST = require('../../const'); var Bob = require('./Bob'); var GameObject = require('../GameObject'); var Children = require('../../components/Children'); /** * A Blitter Game Object. * * The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects. * These objects can be thought of as just texture frames with a transform, and nothing more. * Bobs don't have any update methods, or the ability to have children, or any kind of special effects. * They are essentially just texture renderers, and the Blitter object creates and manages them. * * @class Blitter * @extends Phaser.GameObject * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {string} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. * @param {string|number} [frame] - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index. */ var Blitter = function (state, x, y, key, frame) { var _texture = state.sys.textures.get(key); var _frame = _texture.get(frame); GameObject.call(this, state, x, y, _texture, _frame); this.type = CONST.BLITTER; this.children = new Children(this); }; Blitter.prototype = Object.create(GameObject.prototype); Blitter.prototype.constructor = Blitter; // Blitter.prototype.renderCanvas = require('./BlitterCanvasRenderer'); Blitter.prototype.renderWebGL = require('./BlitterWebGLRenderer'); // frame MUST be part of the Blitter texture Blitter.prototype.create = function (x, y, frame, visible, index) { if (frame === undefined) { frame = this.frame; } if (visible === undefined) { visible = true; } if (index === undefined) { index = 0; } var bob = new Bob(this, x, y, frame, visible); this.children.addAt(bob, index, false); return bob; }; // frame MUST be part of the Blitter texture Blitter.prototype.createFromCallback = function (callback, quantity, frame, visible) { var bobs = this.createMultiple(quantity, frame, visible); for (var i = 0; i < bobs.length; i++) { var bob = bobs[i]; callback.call(this, bob, i); } return bobs; }; // frame MUST be part of the Blitter texture Blitter.prototype.createMultiple = function (quantity, frame, visible) { if (frame === undefined) { frame = this.frame; } if (visible === undefined) { visible = true; } if (!Array.isArray(frame)) { frame = [ frame ]; } var bobs = []; var _this = this; frame.forEach(function (singleFrame) { for (var i = 0; i < quantity; i++) { bobs.push(_this.create(0, 0, singleFrame, visible)); } }); return bobs; }; module.exports = Blitter;