/** * @author Richard Davey * @copyright 2016 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 independently of the TileSprite itself. * Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source. * * TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites. * * You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background * that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition` * property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will * consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to * adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs. * * An important note about texture dimensions: * * When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be * a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etc pixels width by height). If the texture isn't a power of two * it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and * bottom of your frame. To avoid this ensure your textures are perfect powers of two. * * TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However * if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive * additional padding to enforce it to be so. * * @class Phaser.GameObject.TileSprite * @constructor * @extends PIXI.Sprite * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.Animation * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.BringToTop * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.Health * @extends Phaser.Component.InCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.InWorld * @extends Phaser.Component.LifeSpan * @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=0] - The x coordinate (in world space) to position the TileSprite at. * @param {number} [y=0] - The y coordinate (in world space) to position the TileSprite at. * @param {number} [width=256] - The width of the TileSprite. * @param {number} [height=256] - The height of the TileSprite. * @param {string|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 Phaser Image Cache entry, or an instance of a PIXI.Texture or BitmapData. * @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.GameObject.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; var def = game.cache.getImage('__default', true); PIXI.Sprite.call(this, new PIXI.Texture(def.base), width, height); /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.TILESPRITE; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.SPRITE; /** * @property {Phaser.Point} _scroll - Internal cache var. * @private */ this._scroll = new Phaser.Point(); /** * @property {Phaser.Point} tileScale - The scale applied to the image being tiled. */ this.tileScale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} tileScaleOffset - The scale offset applied to the image being tiled. */ this.tileScaleOffset = new Phaser.Point(1, 1); /** * @property {Phaser.Point} tilePosition - The offset position of the image being tiled. */ this.tilePosition = new Phaser.Point(); /** * If enabled a green rectangle will be drawn behind the generated tiling texture, * allowing you to visually debug the texture being used. * * @property {boolean} textureDebug */ this.textureDebug = false; /** * The CanvasBuffer object that the tiled texture is drawn to. * * @property {PIXI.CanvasBuffer} canvasBuffer */ this.canvasBuffer = null; /** * An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture. * * @property {PIXI.Texture} tilingTexture */ this.tilingTexture = null; /** * The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL). * * @property {object} tilePattern */ this.tilePattern = null; /** * If true the TileSprite will run `generateTexture` on its **next** render pass. * This is set by the likes of Phaser.LoadTexture.setFrame. * * @property {boolean} refreshTexture */ this.refreshTexture = true; this.frameWidth = 0; this.frameHeight = 0; this._width = width; this._height = height; Phaser.Component.Core.init.call(this, game, x, y, key, frame); }; Phaser.GameObject.TileSprite.prototype = Object.create(PIXI.Sprite.prototype); Phaser.GameObject.TileSprite.prototype.constructor = Phaser.GameObject.TileSprite; Phaser.Component.Core.install.call(Phaser.GameObject.TileSprite.prototype, [ 'Angle', 'Animation', 'AutoCull', 'Bounds', 'BringToTop', 'Destroy', 'FixedToCamera', 'Health', 'InCamera', 'InputEnabled', 'InWorld', 'LifeSpan', 'LoadTexture', 'Overlap', 'PhysicsBody', 'Reset', 'Smoothed' ]); Phaser.GameObject.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.GameObject.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.GameObject.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.GameObject.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method Phaser.GameObject.TileSprite#preUpdate * @memberof Phaser.GameObject.TileSprite * @return {boolean} */ Phaser.GameObject.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.GameObject.TileSprite#autoScroll * @memberof Phaser.GameObject.TileSprite * @param {number} x - Horizontal scroll speed in pixels per second. * @param {number} y - Vertical scroll speed in pixels per second. * @return {Phaser.GameObject.TileSprite} This instance. */ Phaser.GameObject.TileSprite.prototype.autoScroll = function (x, y) { this._scroll.set(x, y); return this; }; /** * Stops an automatically scrolling TileSprite. * * @method Phaser.GameObject.TileSprite#stopScroll * @memberof Phaser.GameObject.TileSprite * @return {Phaser.GameObject.TileSprite} This instance. */ Phaser.GameObject.TileSprite.prototype.stopScroll = function () { this._scroll.set(0, 0); return this; }; /** * 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.GameObject.TileSprite#destroy * @memberof Phaser.GameObject.TileSprite * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.GameObject.TileSprite.prototype.destroy = function (destroyChildren) { Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren); PIXI.Sprite.prototype.destroy.call(this); if (this.canvasBuffer) { this.canvasBuffer.destroy(); this.canvasBuffer = null; } this.tileScale = null; this.tileScaleOffset = null; this.tilePosition = null; if (this.tilingTexture) { this.tilingTexture.destroy(true); this.tilingTexture = null; } }; /** * 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.GameObject.TileSprite#reset * @memberof Phaser.GameObject.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.GameObject.TileSprite} This instance. */ Phaser.GameObject.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; }; /** * Changes the texture being rendered by this TileSprite. * Causes a texture refresh to take place on the next render. * * @method Phaser.GameObject.TileSprite#setTexture * @memberof Phaser.GameObject.TileSprite * @param {PIXI.Texture} texture - The texture to apply to this TileSprite. * @return {Phaser.GameObject.TileSprite} This instance. */ Phaser.GameObject.TileSprite.prototype.setTexture = function (texture) { if (this.texture !== texture) { this.texture = texture; this.refreshTexture = true; this.cachedTint = 0xFFFFFF; } return this; }; /** * Override the Sprite method. * * @private * @method Phaser.GameObject.TileSprite#onTextureUpdate * @memberof Phaser.GameObject.TileSprite */ Phaser.GameObject.TileSprite.prototype.onTextureUpdate = function () { // overriding the sprite version of this! }; /** * Internal method that generates a new tiling texture. * * @method Phaser.GameObject.TileSprite#generateTilingTexture * @memberof Phaser.GameObject.TileSprite * @param {boolean} forcePowerOfTwo - Whether we want to force the texture to be a power of two */ Phaser.GameObject.TileSprite.prototype.generateTilingTexture = function (forcePowerOfTwo) { if (!this.texture.baseTexture.hasLoaded) { return; } var texture = this.texture; var frame = texture.frame; var targetWidth = this._frame.sourceSizeW || this._frame.width; var targetHeight = this._frame.sourceSizeH || this._frame.height; var dx = 0; var dy = 0; if (this._frame.trimmed) { dx = this._frame.spriteSourceSizeX; dy = this._frame.spriteSourceSizeY; } if (forcePowerOfTwo) { targetWidth = Phaser.Math.getNextPowerOfTwo(targetWidth); targetHeight = Phaser.Math.getNextPowerOfTwo(targetHeight); } if (this.canvasBuffer) { this.canvasBuffer.resize(targetWidth, targetHeight); this.tilingTexture.baseTexture.width = targetWidth; this.tilingTexture.baseTexture.height = targetHeight; this.tilingTexture.needsUpdate = true; } else { this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight); this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas); this.tilingTexture.isTiling = true; this.tilingTexture.needsUpdate = true; } if (this.textureDebug) { this.canvasBuffer.context.strokeStyle = '#00ff00'; this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight); } // If a sprite sheet we need this: var w = texture.crop.width; var h = texture.crop.height; if (w !== targetWidth || h !== targetHeight) { w = targetWidth; h = targetHeight; } this.canvasBuffer.context.drawImage( texture.baseTexture.source, texture.crop.x, texture.crop.y, texture.crop.width, texture.crop.height, dx, dy, w, h ); this.tileScaleOffset.x = frame.width / targetWidth; this.tileScaleOffset.y = frame.height / targetHeight; this.refreshTexture = false; this.tilingTexture.baseTexture._powerOf2 = true; }; /** * Returns the framing rectangle of the Tile Sprite. * * @method Phaser.GameObject.TileSprite#getBounds * @memberof Phaser.GameObject.TileSprite * @return {Phaser.Rectangle} The bounds of the Tile Sprite. */ Phaser.GameObject.TileSprite.prototype.getBounds = function () { var width = this._width; var height = this._height; var w0 = width * (1 - this.anchor.x); var w1 = width * -this.anchor.x; var h0 = height * (1 - this.anchor.y); var h1 = height * -this.anchor.y; var worldTransform = this.worldTransform; var a = worldTransform.a; var b = worldTransform.b; var c = worldTransform.c; var d = worldTransform.d; var tx = worldTransform.tx; var ty = worldTransform.ty; var x1 = (a * w1) + (c * h1) + tx; var y1 = (d * h1) + (b * w1) + ty; var x2 = (a * w0) + (c * h1) + tx; var y2 = (d * h1) + (b * w0) + ty; var x3 = (a * w0) + (c * h0) + tx; var y3 = (d * h0) + (b * w0) + ty; var x4 = a * w1 + c * h0 + tx; var y4 = d * h0 + b * w1 + ty; var maxX = -Infinity; var maxY = -Infinity; var minX = Infinity; var minY = Infinity; minX = x1 < minX ? x1 : minX; minX = x2 < minX ? x2 : minX; minX = x3 < minX ? x3 : minX; minX = x4 < minX ? x4 : minX; minY = y1 < minY ? y1 : minY; minY = y2 < minY ? y2 : minY; minY = y3 < minY ? y3 : minY; minY = y4 < minY ? y4 : minY; maxX = x1 > maxX ? x1 : maxX; maxX = x2 > maxX ? x2 : maxX; maxX = x3 > maxX ? x3 : maxX; maxX = x4 > maxX ? x4 : maxX; maxY = y1 > maxY ? y1 : maxY; maxY = y2 > maxY ? y2 : maxY; maxY = y3 > maxY ? y3 : maxY; maxY = y4 > maxY ? y4 : maxY; // TODO: This is surely always undefined? As it's not set anywhere in the parent objects var bounds = this._bounds; bounds.x = minX; bounds.width = maxX - minX; bounds.y = minY; bounds.height = maxY - minY; // store a reference so that if this function gets called again in the render cycle we do not have to recalculate this._currentBounds = bounds; return bounds; }; /** * The width of the sprite, setting this will actually modify the scale to achieve the value set * * @property width * @type Number */ Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'width', { get: function () { return this._width; }, set: function (value) { this._width = value; } }); /** * The height of the TilingSprite, setting this will actually modify the scale to achieve the value set * * @property height * @type Number */ Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'height', { get: function () { return this._height; }, set: function (value) { this._height = value; } });