/** * @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 GameObject = require('../GameObject'); var SpriteRender = require('./SpriteRender'); /** * @classdesc * A 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 Sprite * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.Animation * @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.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time. * @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 Sprite = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Depth, Components.Flip, Components.GetBounds, Components.Origin, Components.Pipeline, Components.ScaleMode, Components.ScrollFactor, Components.Size, Components.Texture, Components.Tint, Components.Transform, Components.Visible, SpriteRender ], initialize: function Sprite (scene, x, y, texture, frame) { GameObject.call(this, scene, 'Sprite'); /** * [description] * * @name Phaser.GameObjects.Sprite#anims * @type {[type]} * @since 3.0.0 */ this.anims = new Components.Animation(this); this.setTexture(texture, frame); this.setPosition(x, y); this.setSizeToFrame(); this.setOriginFromFrame(); this.initPipeline('TextureTintPipeline'); }, /** * [description] * * @method Phaser.GameObjects.Sprite#preUpdate * @since 3.0.0 * * @param {number} time - [description] * @param {number} delta - [description] */ preUpdate: function (time, delta) { this.anims.update(time, delta); }, /** * [description] * * @method Phaser.GameObjects.Sprite#play * @since 3.0.0 * * @param {string} key - [description] * @param {boolean} ignoreIfPlaying - [description] * @param {integer|string} startFrame - [description] * * @return {[type]} [description] */ play: function (key, ignoreIfPlaying, startFrame) { this.anims.play(key, ignoreIfPlaying, startFrame); return this; }, /** * [description] * * @method Phaser.GameObjects.Sprite#toJSON * @since 3.0.0 * * @return {object} [description] */ toJSON: function () { var data = Components.ToJSON(this); // Extra Sprite data is added here return data; } }); module.exports = Sprite;