var Class = require('../../utils/Class'); var GameObject = require('../GameObject'); var Components = require('../../components'); var BlitterRender = require('./BlitterRender'); var Bob = require('./Bob'); /** * A Blitter Game Object. * * The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects. * These objects can be thought of as just texture frames with a position and nothing more. * Bobs don't have any update methods, or the ability to have children, or any kind of special effects. * They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them. * * @class Blitter * @extends Phaser.GameObject * @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} [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. */ var Blitter = new Class({ Mixins: [ Components.Alpha, Components.BlendMode, Components.ScaleMode, Components.Size, Components.Texture, Components.Transform, Components.RenderPass, Components.Visible, BlitterRender ], initialize: function Blitter (state, x, y, texture, frame) { GameObject.call(this, state); this.setTexture(texture, frame); this.setPosition(x, y); this.children = new Components.Children(this); this.renderList = []; this.dirty = false; this.initRenderPassComponent(); }, // frame MUST be part of the Blitter texture create: function (x, y, frame, visible, index) { if (frame === undefined) { frame = this.frame; } if (visible === undefined) { visible = true; } if (index === undefined) { index = this.children.length; } if (typeof frame === 'string') { frame = this.texture.get(frame); } var bob = new Bob(this, x, y, frame, visible); this.children.addAt(bob, index, false); this.dirty = true; return bob; }, // frame MUST be part of the Blitter texture createFromCallback: function (callback, quantity, frame, visible) { var bobs = this.createMultiple(quantity, frame, visible); for (var i = 0; i < bobs.length; i++) { var bob = bobs[i]; callback.call(this, bob, i); } return bobs; }, // frame MUST be part of the Blitter texture createMultiple: function (quantity, frame, visible) { if (frame === undefined) { frame = this.frame; } if (visible === undefined) { visible = true; } if (!Array.isArray(frame)) { frame = [ frame ]; } var bobs = []; var _this = this; frame.forEach(function (singleFrame) { for (var i = 0; i < quantity; i++) { bobs.push(_this.create(0, 0, singleFrame, visible)); } }); return bobs; }, childCanRender: function (child) { return (child.visible && child.alpha > 0); }, getRenderList: function () { if (this.dirty) { this.renderList = this.children.list.filter(this.childCanRender, this); this.dirty = false; } return this.renderList; }, clear: function () { this.children.removeAll(); this.dirty = true; } }); module.exports = Blitter;