/** * @author Mat Groves http://matgroves.com/ @Doormat23 */ PIXI.blendModes = {}; PIXI.blendModes.NORMAL = 0; PIXI.blendModes.SCREEN = 1; /** * The SPrite object is the base for all textured objects that are rendered to the screen * * @class Sprite * @extends DisplayObjectContainer * @constructor * @param texture {Texture} The texture for this sprite * @type String */ PIXI.Sprite = function(texture) { PIXI.DisplayObjectContainer.call( this ); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the textures origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right * * @property anchor * @type Point */ this.anchor = new PIXI.Point(); /** * The texture that the sprite is using * * @property texture * @type Texture */ this.texture = texture; /** * The blend mode of sprite. * currently supports PIXI.blendModes.NORMAL and PIXI.blendModes.SCREEN * * @property blendMode * @type Number */ this.blendMode = PIXI.blendModes.NORMAL; /** * The width of the sprite (this is initially set by the texture) * * @property _width * @type Number * @private */ this._width = 0; /** * The height of the sprite (this is initially set by the texture) * * @property _height * @type Number * @private */ this._height = 0; if(texture.baseTexture.hasLoaded) { this.updateFrame = true; } else { this.onTextureUpdateBind = this.onTextureUpdate.bind(this); this.texture.addEventListener( 'update', this.onTextureUpdateBind ); } this.renderable = true; }; // constructor PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype ); PIXI.Sprite.prototype.constructor = PIXI.Sprite; /** * The width of the sprite, setting this will actually modify the scale to acheive the value set * * @property width * @type Number */ Object.defineProperty(PIXI.Sprite.prototype, 'width', { get: function() { return this.scale.x * this.texture.frame.width; }, set: function(value) { this.scale.x = value / this.texture.frame.width; this._width = value; } }); /** * The height of the sprite, setting this will actually modify the scale to acheive the value set * * @property height * @type Number */ Object.defineProperty(PIXI.Sprite.prototype, 'height', { get: function() { return this.scale.y * this.texture.frame.height; }, set: function(value) { this.scale.y = value / this.texture.frame.height; this._height = value; } }); /** * Sets the texture of the sprite * * @method setTexture * @param texture {Texture} The PIXI texture that is displayed by the sprite */ PIXI.Sprite.prototype.setTexture = function(texture) { // stop current texture; if(this.texture.baseTexture !== texture.baseTexture) { this.textureChange = true; this.texture = texture; if(this.__renderGroup) { this.__renderGroup.updateTexture(this); } } else { this.texture = texture; } this.updateFrame = true; }; /** * When the texture is updated, this event will fire to update the scale and frame * * @method onTextureUpdate * @param event * @private */ PIXI.Sprite.prototype.onTextureUpdate = function() { //this.texture.removeEventListener( 'update', this.onTextureUpdateBind ); // so if _width is 0 then width was not set.. if(this._width)this.scale.x = this._width / this.texture.frame.width; if(this._height)this.scale.y = this._height / this.texture.frame.height; this.updateFrame = true; }; // some helper functions.. /** * * Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId * The frame ids are created when a Texture packer file has been loaded * * @method fromFrame * @static * @param frameId {String} The frame Id of the texture in the cache * @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId */ PIXI.Sprite.fromFrame = function(frameId) { var texture = PIXI.TextureCache[frameId]; if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this); return new PIXI.Sprite(texture); }; /** * * Helper function that creates a sprite that will contain a texture based on an image url * If the image is not in the texture cache it will be loaded * * @method fromImage * @static * @param imageId {String} The image url of the texture * @return {Sprite} A new Sprite using a texture from the texture cache matching the image id */ PIXI.Sprite.fromImage = function(imageId) { var texture = PIXI.Texture.fromImage(imageId); return new PIXI.Sprite(texture); };