/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var AnimationComponent = require('../../gameobjects/components/Animation'); var Bodies = require('./lib/factory/Bodies'); var Class = require('../../utils/Class'); var Components = require('./components'); var GameObject = require('../../gameobjects/GameObject'); var GetFastValue = require('../../utils/object/GetFastValue'); var Pipeline = require('../../gameobjects/components/Pipeline'); var Sprite = require('../../gameobjects/sprite/Sprite'); var Vector2 = require('../../math/Vector2'); /** * @classdesc * A Matter Physics Sprite Game Object. * * A Sprite Game Object is used for the display of both static and animated images in your game. * Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled * and animated. * * The main difference between a Sprite and an Image Game Object is that you cannot animate Images. * As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation * Component. If you do not require animation then you can safely use Images to replace Sprites in all cases. * * @class MatterSprite * @extends Phaser.GameObjects.Sprite * @memberOf Phaser.Physics.Matter * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Matter.Components.Bounce * @extends Phaser.Physics.Matter.Components.Collision * @extends Phaser.Physics.Matter.Components.Force * @extends Phaser.Physics.Matter.Components.Friction * @extends Phaser.Physics.Matter.Components.Gravity * @extends Phaser.Physics.Matter.Components.Mass * @extends Phaser.Physics.Matter.Components.Sensor * @extends Phaser.Physics.Matter.Components.SetBody * @extends Phaser.Physics.Matter.Components.Sleep * @extends Phaser.Physics.Matter.Components.Static * @extends Phaser.Physics.Matter.Components.Transform * @extends Phaser.Physics.Matter.Components.Velocity * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.Animation * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScaleMode * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Size * @extends Phaser.GameObjects.Components.Texture * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Physics.Matter.World} world - [description] * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {string|integer} [frame] - An optional frame from the Texture this Game Object is rendering with. * @param {object} options - [description] */ var MatterSprite = new Class({ Extends: Sprite, Mixins: [ Components.Bounce, Components.Collision, Components.Force, Components.Friction, Components.Gravity, Components.Mass, Components.Sensor, Components.SetBody, Components.Sleep, Components.Static, Components.Transform, Components.Velocity, Pipeline ], initialize: function MatterSprite (world, x, y, texture, frame, options) { GameObject.call(this, world.scene, 'Image'); this.anims = new AnimationComponent(this); this.setTexture(texture, frame); this.setSizeToFrame(); this.setOrigin(); this.world = world; this._tempVec2 = new Vector2(x, y); var shape = GetFastValue(options, 'shape', null); if (!shape) { this.body = Bodies.rectangle(x, y, this.width, this.height, options); this.body.gameObject = this; if (GetFastValue(options, 'addToWorld', true)) { world.add(this.body); } } else { this.setBody(shape, options); } this.setPosition(x, y); this.initPipeline('TextureTintPipeline'); } }); module.exports = MatterSprite;