/// /// /// /// /// /// /** * Phaser - SpriteUtils * * A collection of methods useful for manipulating and checking Sprites. */ module Phaser { export class SpriteUtils { static _tempPoint: Point; /** * Check whether this object is visible in a specific camera Rectangle. * @param camera {Rectangle} The Rectangle you want to check. * @return {boolean} Return true if bounds of this sprite intersects the given Rectangle, otherwise return false. */ static inCamera(camera: Camera, sprite: Sprite): bool { // Object fixed in place regardless of the camera scrolling? Then it's always visible if (sprite.transform.scrollFactor.x == 0 && sprite.transform.scrollFactor.y == 0) { return true; } var dx = sprite.x - (camera.worldView.x * sprite.transform.scrollFactor.x); var dy = sprite.y - (camera.worldView.y * sprite.transform.scrollFactor.y); var dw = sprite.width * sprite.transform.scale.x; var dh = sprite.height * sprite.transform.scale.y; return (camera.screenView.x + camera.worldView.width > this._dx) && (camera.screenView.x < this._dx + this._dw) && (camera.screenView.y + camera.worldView.height > this._dy) && (camera.screenView.y < this._dy + this._dh); } static getAsPoints(sprite: Sprite): Phaser.Point[] { var out: Phaser.Point[] = []; // top left out.push(new Point(sprite.x, sprite.y)); // top right out.push(new Point(sprite.x + sprite.width, sprite.y)); // bottom right out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height)); // bottom left out.push(new Point(sprite.x, sprite.y + sprite.height)); return out; } /** * Checks to see if some GameObject overlaps this GameObject or Group. * If the group has a LOT of things in it, it might be faster to use Collision.overlaps(). * WARNING: Currently tilemaps do NOT support screen space overlap checks! * * @param objectOrGroup {object} The object or group being tested. * @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {boolean} Whether or not the objects overlap this. */ /* static overlaps(objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool { if (objectOrGroup.isGroup) { var results: bool = false; var i: number = 0; var members = objectOrGroup.members; while (i < length) { if (this.overlaps(members[i++], inScreenSpace, camera)) { results = true; } } return results; } if (!inScreenSpace) { return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) && (objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height); } if (camera == null) { camera = this._game.camera; } var objectScreenPos: Point = objectOrGroup.getScreenXY(null, camera); this.getScreenXY(this._point, camera); return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); } */ /** * Checks to see if this GameObject were located at the given position, would it overlap the GameObject or Group? * This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account. * WARNING: Currently tilemaps do NOT support screen space overlap checks! * * @param X {number} The X position you want to check. Pretends this object (the caller, not the parameter) is located here. * @param Y {number} The Y position you want to check. Pretends this object (the caller, not the parameter) is located here. * @param objectOrGroup {object} The object or group being tested. * @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space." * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {boolean} Whether or not the two objects overlap. */ /* static overlapsAt(X: number, Y: number, objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool { if (objectOrGroup.isGroup) { var results: bool = false; var basic; var i: number = 0; var members = objectOrGroup.members; while (i < length) { if (this.overlapsAt(X, Y, members[i++], inScreenSpace, camera)) { results = true; } } return results; } if (!inScreenSpace) { return (objectOrGroup.x + objectOrGroup.width > X) && (objectOrGroup.x < X + this.width) && (objectOrGroup.y + objectOrGroup.height > Y) && (objectOrGroup.y < Y + this.height); } if (camera == null) { camera = this._game.camera; } var objectScreenPos: Point = objectOrGroup.getScreenXY(null, Camera); this._point.x = X - camera.scroll.x * this.transform.scrollFactor.x; //copied from getScreenXY() this._point.y = Y - camera.scroll.y * this.transform.scrollFactor.y; this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001; this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001; return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) && (objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height); } */ /** * Checks to see if a point in 2D world space overlaps this GameObject. * * @param point {Point} The point in world space you want to check. * @param inScreenSpace {boolean} Whether to take scroll factors into account when checking for overlap. * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return Whether or not the point overlaps this object. */ static overlapsPoint(sprite: Sprite, point: Point, inScreenSpace: bool = false, camera: Camera = null): bool { if (!inScreenSpace) { return Phaser.RectangleUtils.containsPoint(sprite.body.bounds, point); //return (point.x > sprite.x) && (point.x < sprite.x + sprite.width) && (point.y > sprite.y) && (point.y < sprite.y + sprite.height); } if (camera == null) { camera = sprite.game.camera; } //var x: number = point.x - camera.scroll.x; //var y: number = point.y - camera.scroll.y; //this.getScreenXY(this._point, camera); //return (x > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height); } /** * Check and see if this object is currently on screen. * * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {boolean} Whether the object is on screen or not. */ static onScreen(sprite: Sprite, camera: Camera = null): bool { if (camera == null) { camera = sprite.game.camera; } SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera); return (SpriteUtils._tempPoint.x + sprite.width > 0) && (SpriteUtils._tempPoint.x < camera.width) && (SpriteUtils._tempPoint.y + sprite.height > 0) && (SpriteUtils._tempPoint.y < camera.height); } /** * Call this to figure out the on-screen position of the object. * * @param point {Point} Takes a Point object and assigns the post-scrolled X and Y values of this object to it. * @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * * @return {Point} The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object. */ static getScreenXY(sprite: Sprite, point: Point = null, camera: Camera = null): Point { if (point == null) { point = new Point(); } if (camera == null) { camera = this._game.camera; } point.x = sprite.x - camera.x * sprite.transform.scrollFactor.x; point.y = sprite.y - camera.y * sprite.transform.scrollFactor.y; point.x += (point.x > 0) ? 0.0000001 : -0.0000001; point.y += (point.y > 0) ? 0.0000001 : -0.0000001; return point; } /** * Set the world bounds that this GameObject can exist within based on the size of the current game world. * * @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP */ /* static setBoundsFromWorld(action?: number = GameObject.OUT_OF_BOUNDS_STOP) { this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height); this.outOfBoundsAction = action; } */ /** * Handy for reviving game objects. * Resets their existence flags and position. * * @param x {number} The new X position of this object. * @param y {number} The new Y position of this object. */ static reset(sprite: Sprite, x: number, y: number) { sprite.revive(); sprite.body.touching = Types.NONE; sprite.body.wasTouching = Types.NONE; sprite.x = x; sprite.y = y; sprite.body.velocity.x = 0; sprite.body.velocity.y = 0; sprite.body.position.x = x; sprite.body.position.y = y; } static setOriginToCenter(sprite: Sprite, fromFrameBounds: bool = true, fromBody?: bool = false) { if (fromFrameBounds) { sprite.transform.origin.setTo(sprite.width / 2, sprite.height / 2); } else if (fromBody) { sprite.transform.origin.setTo(sprite.body.bounds.halfWidth, sprite.body.bounds.halfHeight); } } /** * Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere * in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions) * it can be stopped from leaving the world, or a section of it. * * @param x {number} x position of the bound * @param y {number} y position of the bound * @param width {number} width of its bound * @param height {number} height of its bound */ static setBounds(x: number, y: number, width: number, height: number) { //this.worldBounds = new Quad(x, y, width, height); } /** * This function creates a flat colored square image dynamically. * @param width {number} The width of the sprite you want to generate. * @param height {number} The height of the sprite you want to generate. * @param [color] {number} specifies the color of the generated block. (format is 0xAARRGGBB) * @return {Sprite} Sprite instance itself. */ /* static makeGraphic(width: number, height: number, color: string = 'rgb(255,255,255)'): Sprite { this._texture = null; this.width = width; this.height = height; this.fillColor = color; this._dynamicTexture = false; return this; } */ } }