/// /// /// /** * Phaser */ module Phaser { export class Sprite extends GameObject { constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null) { super(game, x, y); this._texture = null; this.animations = new AnimationManager(this._game, this); if (key !== null) { this.loadGraphic(key); } else { this.bounds.width = 16; this.bounds.height = 16; } } private _texture; private _canvas: HTMLCanvasElement; private _context: CanvasRenderingContext2D; private _dynamicTexture: bool = false; public animations: AnimationManager; // local rendering related temp vars to help avoid gc spikes private _sx: number = 0; private _sy: number = 0; private _sw: number = 0; private _sh: number = 0; private _dx: number = 0; private _dy: number = 0; private _dw: number = 0; private _dh: number = 0; public loadGraphic(key: string): Sprite { if (this._game.cache.getImage(key) !== null) { if (this._game.cache.isSpriteSheet(key) == false) { this._texture = this._game.cache.getImage(key); this.bounds.width = this._texture.width; this.bounds.height = this._texture.height; } else { this._texture = this._game.cache.getImage(key); this.animations.loadFrameData(this._game.cache.getFrameData(key)); } this._dynamicTexture = false; } return this; } public loadDynamicTexture(texture: DynamicTexture): Sprite { this._texture = texture; this.bounds.width = this._texture.width; this.bounds.height = this._texture.height; this._dynamicTexture = true; return this; } public makeGraphic(width: number, height: number, color: number = 0xffffffff): Sprite { this._texture = null; this.width = width; this.height = height; this._dynamicTexture = false; return this; } public inCamera(camera: Rectangle): bool { if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { this._dx = this.bounds.x - (camera.x * this.scrollFactor.x); this._dy = this.bounds.y - (camera.y * this.scrollFactor.x); this._dw = this.bounds.width * this.scale.x; this._dh = this.bounds.height * this.scale.y; return (camera.right > this._dx) && (camera.x < this._dx + this._dw) && (camera.bottom > this._dy) && (camera.y < this._dy + this._dh); } else { return camera.overlap(this.bounds); } } public postUpdate() { this.animations.update(); super.postUpdate(); } public set frame(value?: number) { this.animations.frame = value; } public get frame(): number { return this.animations.frame; } public set frameName(value?: string) { this.animations.frameName = value; } public get frameName(): string { return this.animations.frameName; } public render(camera: Camera, cameraOffsetX: number, cameraOffsetY: number): bool { // Render checks if (this.visible === false || this.scale.x == 0 || this.scale.y == 0 || this.alpha < 0.1 || this.inCamera(camera.worldView) == false) { return false; } // Alpha if (this.alpha !== 1) { var globalAlpha = this._game.stage.context.globalAlpha; this._game.stage.context.globalAlpha = this.alpha; } //if (this.flip === true) //{ // this.context.save(); // this.context.translate(game.canvas.width, 0); // this.context.scale(-1, 1); //} this._sx = 0; this._sy = 0; this._sw = this.bounds.width; this._sh = this.bounds.height; this._dx = cameraOffsetX + (this.bounds.x - camera.worldView.x); this._dy = cameraOffsetY + (this.bounds.y - camera.worldView.y); this._dw = this.bounds.width * this.scale.x; this._dh = this.bounds.height * this.scale.y; if (this._dynamicTexture == false && this.animations.currentFrame !== null) { this._sx = this.animations.currentFrame.x; this._sy = this.animations.currentFrame.y; if (this.animations.currentFrame.trimmed) { this._dx += this.animations.currentFrame.spriteSourceSizeX; this._dy += this.animations.currentFrame.spriteSourceSizeY; } } // Apply camera difference if (this.scrollFactor.x !== 1.0 || this.scrollFactor.y !== 1.0) { this._dx -= (camera.worldView.x * this.scrollFactor.x); this._dy -= (camera.worldView.y * this.scrollFactor.y); } // Rotation if (this.angle !== 0) { this._game.stage.context.save(); //this._game.stage.context.translate(this._dx + (this._dw / 2) - this.origin.x, this._dy + (this._dh / 2) - this.origin.y); this._game.stage.context.translate(this._dx + (this._dw / 2), this._dy + (this._dh / 2)); this._game.stage.context.rotate(this.angle * (Math.PI / 180)); this._dx = -(this._dw / 2); this._dy = -(this._dh / 2); } this._sx = Math.round(this._sx); this._sy = Math.round(this._sy); this._sw = Math.round(this._sw); this._sh = Math.round(this._sh); this._dx = Math.round(this._dx); this._dy = Math.round(this._dy); this._dw = Math.round(this._dw); this._dh = Math.round(this._dh); // Debug test //this._game.stage.context.fillStyle = 'rgba(255,0,0,0.3)'; //this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); if (this._texture != null) { if (this._dynamicTexture) { this._game.stage.context.drawImage( this._texture.canvas, // Source Image this._sx, // Source X (location within the source image) this._sy, // Source Y this._sw, // Source Width this._sh, // Source Height this._dx, // Destination X (where on the canvas it'll be drawn) this._dy, // Destination Y this._dw, // Destination Width (always same as Source Width unless scaled) this._dh // Destination Height (always same as Source Height unless scaled) ); } else { this._game.stage.context.drawImage( this._texture, // Source Image this._sx, // Source X (location within the source image) this._sy, // Source Y this._sw, // Source Width this._sh, // Source Height this._dx, // Destination X (where on the canvas it'll be drawn) this._dy, // Destination Y this._dw, // Destination Width (always same as Source Width unless scaled) this._dh // Destination Height (always same as Source Height unless scaled) ); } } else { this._game.stage.context.fillStyle = 'rgb(255,255,255)'; this._game.stage.context.fillRect(this._dx, this._dy, this._dw, this._dh); } //if (this.flip === true || this.rotation !== 0) if (this.rotation !== 0) { this._game.stage.context.translate(0, 0); this._game.stage.context.restore(); } if (globalAlpha > -1) { this._game.stage.context.globalAlpha = globalAlpha; } return true; } public renderDebugInfo(x: number, y: number, color?: string = 'rgb(255,255,255)') { this._game.stage.context.fillStyle = color; this._game.stage.context.fillText('Sprite: ' + this.name + ' (' + this.bounds.width + ' x ' + this.bounds.height + ')', x, y); this._game.stage.context.fillText('x: ' + this.bounds.x.toFixed(1) + ' y: ' + this.bounds.y.toFixed(1) + ' rotation: ' + this.angle.toFixed(1), x, y + 14); this._game.stage.context.fillText('dx: ' + this._dx.toFixed(1) + ' dy: ' + this._dy.toFixed(1) + ' dw: ' + this._dw.toFixed(1) + ' dh: ' + this._dh.toFixed(1), x, y + 28); this._game.stage.context.fillText('sx: ' + this._sx.toFixed(1) + ' sy: ' + this._sy.toFixed(1) + ' sw: ' + this._sw.toFixed(1) + ' sh: ' + this._sh.toFixed(1), x, y + 42); } } }