/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Image * * @classdesc Create a new `Image` object. * * At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas. * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this Sprite 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 {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all. * @default */ this.exists = true; /** * @property {string} name - The user defined name given to this Sprite. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.IMAGE; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components. */ this.events = new Phaser.Events(this); /** * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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. */ this.key = key; this.currentFrame = new Phaser.Rectangle(); if (key instanceof Phaser.RenderTexture) { PIXI.Sprite.call(this, key); this.currentFrame = this.game.cache.getTextureFrame(key.name); } else if (key instanceof Phaser.BitmapData) { PIXI.Sprite.call(this, key.texture, key.textureFrame); this.currentFrame = key.textureFrame; } else if (key instanceof PIXI.Texture) { PIXI.Sprite.call(this, key); this.currentFrame = frame; } else { if (key === null || typeof key === 'undefined') { key = '__default'; this.key = key; } else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false) { key = '__missing'; this.key = key; } PIXI.Sprite.call(this, PIXI.TextureCache[key]); if (this.game.cache.isSpriteSheet(key)) { this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (frame !== null) { if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } } else { this.currentFrame = this.game.cache.getFrame(key); } } // this.loadTexture(key, frame); /** * The rectangular area from the texture that will be rendered. * @property {Phaser.Rectangle} textureRegion */ // this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height); this.position.x = x; this.position.y = y; /** * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container. */ this.world = new Phaser.Point(x, y); /** * Should this Sprite be automatically culled if out of range of the camera? * A culled sprite has its renderable property set to 'false'. * Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. * * @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not. * @default */ this.autoCull = false; /** * A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera. * @property {boolean} fixedToCamera - Fixes this Sprite to the Camera. * @default */ this.fixedToCamera = false; /** * @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered. */ // this.cameraOffset = new Phaser.Point(x, y); }; Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Image.prototype.constructor = Phaser.Image; /** * Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates. * * @method Phaser.Image#preUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.preUpdate = function() { if (!this.exists || !this.parent.exists) { return false; } if (this.autoCull) { // Won't get rendered but will still get its transform updated this.renderable = this.game.world.camera.screenView.intersects(this.getBounds()); } return true; }; /** * Checks if the Image bounds are within the game world, otherwise false if fully outside of it. * * @method Phaser.Image#inWorld * @memberof Phaser.Image * @return {boolean} True if the Image bounds is within the game world, otherwise false if fully outside of it. */ Phaser.Image.prototype.inWorld = function() { return this.game.world.bounds.intersects(this.getBounds()); }; /** * Resets the Sprite.crop value back to the frame dimensions. * * @method Phaser.Image#resetCrop * @memberof Phaser.Image Phaser.Image.prototype.resetCrop = function() { this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height); this.texture.setFrame(this.crop); this.cropEnabled = false; }; */ /** * Internal function called by the World postUpdate cycle. * * @method Phaser.Image#postUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.postUpdate = function() { if (this.key instanceof Phaser.BitmapData && this.key._dirty) { this.key.render(); } if (this.exists) { // if (this.body) // { // this.body.postUpdate(); // } if (this.fixedToCamera) { this.position.x = this.game.camera.view.x + this.cameraOffset.x; this.position.y = this.game.camera.view.y + this.cameraOffset.y; } } }; /** * Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. * This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game. * * @method Phaser.Image#loadTexture * @memberof Phaser.Image * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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 Sprite 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.prototype.loadTexture = function (key, frame) { console.log('loadTexture'); this.key = key; if (key instanceof Phaser.RenderTexture) { this.game.cache.getTextureFrame(key.name).clone(this.currentFrame); } else if (key instanceof Phaser.BitmapData) { this.setTexture(key.texture); this.currentFrame = key.textureFrame; } else if (key instanceof PIXI.Texture) { // this.currentFrame = frame; frame.clone(this.currentFrame); console.log('loadTexture 2'); } else { if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false) { key = '__default'; this.key = key; } if (this.game.cache.isSpriteSheet(key)) { // this.animations.loadFrameData(this.game.cache.getFrameData(key)); // if (typeof frame !== 'undefined') // { // if (typeof frame === 'string') // { // this.frameName = frame; // } // else // { // this.frame = frame; // } // } } else { console.log('loadTexture 1', this.game.cache.getFrame(key)); this.game.cache.getFrame(key).getRect(this.currentFrame); console.log('loadTexture 1', this.currentFrame); this.setTexture(PIXI.TextureCache[key]); } } }; /** * Moves the sprite so its center is located on the given x and y coordinates. * Doesn't change the anchor point of the sprite. * * @method Phaser.Image#centerOn * @memberof Phaser.Image * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @return (Phaser.Image) This instance. Phaser.Image.prototype.centerOn = function(x, y) { if (this.fixedToCamera) { this.cameraOffset.x = x + (this.cameraOffset.x - this.center.x); this.cameraOffset.y = y + (this.cameraOffset.y - this.center.y); } else { this.x = x + (this.x - this.center.x); this.y = y + (this.y - this.center.y); } return this; }; */ /** * Brings a 'dead' Sprite back to life, optionally giving it the health value specified. * A resurrected Sprite has its alive, exists and visible properties all set to true. * It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal. * * @method Phaser.Image#revive * @memberof Phaser.Image * @return (Phaser.Image) This instance. */ Phaser.Image.prototype.revive = function() { this.alive = true; this.exists = true; this.visible = true; if (this.events) { this.events.onRevived.dispatch(this); } return this; }; /** * Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false. * It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal. * Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory. * If you don't need this Sprite any more you should call Sprite.destroy instead. * * @method Phaser.Image#kill * @memberof Phaser.Image * @return (Phaser.Image) This instance. */ Phaser.Image.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; if (this.events) { this.events.onKilled.dispatch(this); } return this; }; /** * Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.Image#destroy * @memberof Phaser.Image */ Phaser.Image.prototype.destroy = function() { if (this.filters) { this.filters = null; } if (this.parent) { this.parent.remove(this); } if (this.events) { this.events.destroy(); } this.alive = false; this.exists = false; this.visible = false; this.game = null; }; /** * Resets the Sprite. This places the Sprite at the given x/y world coordinates and then * sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values. * If the Sprite has a physics body that too is reset. * * @method Phaser.Image#reset * @memberof Phaser.Image * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @return (Phaser.Image) This instance. */ Phaser.Image.prototype.reset = function(x, y) { this.world.setTo(x, y); this.position.x = x; this.position.y = y; this.alive = true; this.exists = true; this.visible = true; this.renderable = true; this._outOfBoundsFired = false; return this; }; /** * Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only * bought to the top of that Group, not the entire display list. * * @method Phaser.Image#bringToTop * @memberof Phaser.Image * @return (Phaser.Image) This instance. */ Phaser.Image.prototype.bringToTop = function(child) { if (typeof child === 'undefined') { if (this.parent) { this.parent.bringToTop(this); } } else { } return this; }; /** * Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Sprite.rotation instead. * @name Phaser.Image#angle * @property {number} angle - Gets or sets the Sprites angle of rotation in degrees. */ Object.defineProperty(Phaser.Image.prototype, 'angle', { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } }); /** * @name Phaser.Image#inCamera * @property {boolean} inCamera - Is this sprite visible to the camera or not? * @readonly */ Object.defineProperty(Phaser.Image.prototype, "inCamera", { get: function () { return this._cache.cameraVisible; } });