/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A TileSprite is a Sprite whos texture is set to repeat and can be scrolled. As it scrolls the texture repeats (wraps) on the edges. * @class Phaser.Tilemap * @extends Phaser.Sprite * @constructor * @param {Phaser.Game} game - Current game instance. * @param {number} x - X position of the new tileSprite. * @param {number} y - Y position of the new tileSprite. * @param {number} width - the width of the tilesprite. * @param {number} height - the height of the tilesprite. * @param {string|Phaser.RenderTexture|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. */ Phaser.TileSprite = function (game, x, y, width, height, key) { x = x || 0; y = y || 0; width = width || 256; height = height || 256; key = key || null; Phaser.Sprite.call(this, game, x, y, key); /** * @property {PIXI.Texture} texture - The texture that the sprite renders with. */ this.texture = PIXI.TextureCache[key]; PIXI.TilingSprite.call(this, this.texture, width, height); /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.TILESPRITE; /** * @property {Phaser.Point} tileScale - The scaling of the image that is being tiled. */ this.tileScale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} tilePosition - The offset position of the image that is being tiled. */ this.tilePosition = new Phaser.Point(0, 0); this.body.width = width; this.body.height = height; }; Phaser.TileSprite.prototype = Phaser.Utils.extend(true, PIXI.TilingSprite.prototype, Phaser.Sprite.prototype); Phaser.TileSprite.prototype.constructor = Phaser.TileSprite; /** * Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Sprite.rotation instead. * @name Phaser.TileSprite#angle * @property {number} angle - Gets or sets the Sprites angle of rotation in degrees. */ Object.defineProperty(Phaser.TileSprite.prototype, 'angle', { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } }); /** * @name Phaser.TileSprite#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ Object.defineProperty(Phaser.TileSprite.prototype, "frame", { get: function () { return this.animations.frame; }, set: function (value) { this.animations.frame = value; } }); /** * @name Phaser.TileSprite#frameName * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. */ Object.defineProperty(Phaser.TileSprite.prototype, "frameName", { get: function () { return this.animations.frameName; }, set: function (value) { this.animations.frameName = value; } }); /** * @name Phaser.TileSprite#inCamera * @property {boolean} inCamera - Is this sprite visible to the camera or not? * @readonly */ Object.defineProperty(Phaser.TileSprite.prototype, "inCamera", { get: function () { return this._cache.cameraVisible; } }); /** * By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this Sprite instance and it will then start to process click/touch events and more. * * @name Phaser.TileSprite#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false. */ Object.defineProperty(Phaser.TileSprite.prototype, "inputEnabled", { get: function () { return (this.input.enabled); }, set: function (value) { if (value) { if (this.input.enabled === false) { this.input.start(); } } else { if (this.input.enabled) { this.input.stop(); } } } });