/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @class Phaser.Image * @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.Crop * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.LifeSpan * @extends Phaser.Component.LoadTexture * @extends Phaser.Component.Overlap * @extends Phaser.Component.Reset * @extends Phaser.Component.ScaleMinMax * @extends Phaser.Component.Smoothed * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture. * @param {string|number} [frame] - If this Image 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.Image = function (game, x, y, key, frame) { x = x || 0; y = y || 0; key = key || null; frame = frame || null; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.IMAGE; PIXI.Sprite.call(this, Phaser.Cache.DEFAULT); Phaser.Component.Core.init.call(this, game, x, y, key, frame); }; Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Image.prototype.constructor = Phaser.Image; Phaser.Component.Core.install.call(Phaser.Image.prototype, [ 'Angle', 'Animation', 'AutoCull', 'Bounds', 'BringToTop', 'Crop', 'Destroy', 'FixedToCamera', 'InputEnabled', 'LifeSpan', 'LoadTexture', 'Overlap', 'Reset', 'ScaleMinMax', 'Smoothed' ]); Phaser.Image.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.Image.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method Phaser.Image#preUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.preUpdate = function() { if (!this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); };