/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so. * Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling. * * @class Phaser.TileSprite * @constructor * @extends PIXI.TilingSprite * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.Animation * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.InWorld * @extends Phaser.Component.LoadTexture * @extends Phaser.Component.Overlap * @extends Phaser.Component.PhysicsBody * @extends Phaser.Component.Reset * @extends Phaser.Component.Smoothed * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the TileSprite at. * @param {number} y - The y coordinate (in world space) to position the TileSprite at. * @param {number} width - The width of the TileSprite. * @param {number} height - The height of the TileSprite. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this TileSprite 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. */ Phaser.TileSprite = function (game, x, y, width, height, key, frame) { x = x || 0; y = y || 0; width = width || 256; height = height || 256; key = key || null; frame = frame || null; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.TILESPRITE; /** * @property {Phaser.Point} _scroll - Internal cache var. * @private */ this._scroll = new Phaser.Point(); PIXI.TilingSprite.call(this, PIXI.TextureCache['__default'], width, height); Phaser.Component.Core.init.call(this, game, x, y, key, frame); }; Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype); Phaser.TileSprite.prototype.constructor = Phaser.TileSprite; var components = [ 'Angle', 'Animation', 'AutoCull', 'Bounds', 'Destroy', 'FixedToCamera', 'InputEnabled', 'InWorld', 'LoadTexture', 'Overlap', 'PhysicsBody', 'Reset', 'Smoothed' ]; Phaser.Component.Core.install.call(Phaser.TileSprite.prototype, components); Phaser.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method Phaser.TileSprite#preUpdate * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.preUpdate = function() { if (this._scroll.x !== 0) { this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed; } if (this._scroll.y !== 0) { this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed; } if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); }; /** * Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll(). * The scroll speed is specified in pixels per second. * A negative x value will scroll to the left. A positive x value will scroll to the right. * A negative y value will scroll up. A positive y value will scroll down. * * @method Phaser.TileSprite#autoScroll * @memberof Phaser.TileSprite * @param {number} x - Horizontal scroll speed in pixels per second. * @param {number} y - Vertical scroll speed in pixels per second. */ Phaser.TileSprite.prototype.autoScroll = function(x, y) { this._scroll.set(x, y); }; /** * Stops an automatically scrolling TileSprite. * * @method Phaser.TileSprite#stopScroll * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.stopScroll = function() { this._scroll.set(0, 0); }; /** * Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.TileSprite#destroy * @memberof Phaser.TileSprite * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.TileSprite.prototype.destroy = function(destroyChildren) { Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren); PIXI.TilingSprite.prototype.destroy.call(this); }; /** * Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then * sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state. * If the TileSprite has a physics body that too is reset. * * @method Phaser.TileSprite#reset * @memberof Phaser.TileSprite * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @return (Phaser.TileSprite) This instance. */ Phaser.TileSprite.prototype.reset = function(x, y) { Phaser.Component.Reset.prototype.reset.call(this, x, y); this.tilePosition.x = 0; this.tilePosition.y = 0; return this; };