/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var Components = require('./components'); var Sprite = require('../../gameobjects/sprite/Sprite'); /** * @classdesc * An Impact Physics Sprite Game Object. * * A Sprite Game Object is used for the display of both static and animated images in your game. * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled * and animated. * * The main difference between a Sprite and an Image Game Object is that you cannot animate Images. * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases. * * @class ImpactSprite * @extends Phaser.GameObjects.Sprite * @memberof Phaser.Physics.Impact * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Impact.Components.Acceleration * @extends Phaser.Physics.Impact.Components.BodyScale * @extends Phaser.Physics.Impact.Components.BodyType * @extends Phaser.Physics.Impact.Components.Bounce * @extends Phaser.Physics.Impact.Components.CheckAgainst * @extends Phaser.Physics.Impact.Components.Collides * @extends Phaser.Physics.Impact.Components.Debug * @extends Phaser.Physics.Impact.Components.Friction * @extends Phaser.Physics.Impact.Components.Gravity * @extends Phaser.Physics.Impact.Components.Offset * @extends Phaser.Physics.Impact.Components.SetGameObject * @extends Phaser.Physics.Impact.Components.Velocity * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScaleMode * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Size * @extends Phaser.GameObjects.Components.Texture * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Physics.Impact.World} world - [description] * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. */ var ImpactSprite = new Class({ Extends: Sprite, Mixins: [ Components.Acceleration, Components.BodyScale, Components.BodyType, Components.Bounce, Components.CheckAgainst, Components.Collides, Components.Debug, Components.Friction, Components.Gravity, Components.Offset, Components.SetGameObject, Components.Velocity ], initialize: function ImpactSprite (world, x, y, texture, frame) { Sprite.call(this, world.scene, x, y, texture, frame); /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#body * @type {Phaser.Physics.Impact.Body} * @since 3.0.0 */ this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height); this.body.parent = this; this.body.gameObject = this; /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#size * @type {{x: number, y: number}} * @since 3.0.0 */ this.size = this.body.size; /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#offset * @type {{x: number, y: number}} * @since 3.0.0 */ this.offset = this.body.offset; /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#vel * @type {{x: number, y: number}} * @since 3.0.0 */ this.vel = this.body.vel; /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#accel * @type {{x: number, y: number}} * @since 3.0.0 */ this.accel = this.body.accel; /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#friction * @type {{x: number, y: number}} * @since 3.0.0 */ this.friction = this.body.friction; /** * [description] * * @name Phaser.Physics.Impact.ImpactSprite#maxVel * @type {{x: number, y: number}} * @since 3.0.0 */ this.maxVel = this.body.maxVel; } }); module.exports = ImpactSprite;