/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Bounds component contains properties related to the bounds of the Game Object. * * @class */ Phaser.Component.Bounds = function () {}; Phaser.Component.Bounds.prototype = { /** * The amount the Game Object is visually offset from its x coordinate. * This is the same as `width * anchor.x`. * It will only be > 0 if anchor.x is not equal to zero. * * @property {number} offsetX * @readOnly */ offsetX: { get: function () { return this.anchor.x * this.width; } }, /** * The amount the Game Object is visually offset from its y coordinate. * This is the same as `height * anchor.y`. * It will only be > 0 if anchor.y is not equal to zero. * * @property {number} offsetY * @readOnly */ offsetY: { get: function () { return this.anchor.y * this.height; } }, /** * The center x coordinate of the Game Object. * This is the same as `(x - offsetX) + (width / 2)`. * * @property {number} centerX */ centerX: { get: function () { return (this.x - this.offsetX) + (this.width * 0.5); }, set: function (value) { this.x = (value + this.offsetX) - (this.width * 0.5); } }, /** * The center y coordinate of the Game Object. * This is the same as `(y - offsetY) + (height / 2)`. * * @property {number} centerY */ centerY: { get: function () { return (this.y - this.offsetY) + (this.height * 0.5); }, set: function (value) { this.y = (value + this.offsetY) - (this.height * 0.5); } }, /** * The left coordinate of the Game Object. * This is the same as `x - offsetX`. * * @property {number} left */ left: { get: function () { return this.x - this.offsetX; }, set: function (value) { this.x = value + this.offsetX; } }, /** * The right coordinate of the Game Object. * This is the same as `x + width - offsetX`. * * @property {number} right */ right: { get: function () { return (this.x + this.width) - this.offsetX; }, set: function (value) { this.x = value - (this.width) + this.offsetX; } }, /** * The y coordinate of the Game Object. * This is the same as `y - offsetY`. * * @property {number} top */ top: { get: function () { return this.y - this.offsetY; }, set: function (value) { this.y = value + this.offsetY; } }, /** * The sum of the y and height properties. * This is the same as `y + height - offsetY`. * * @property {number} bottom */ bottom: { get: function () { return (this.y + this.height) - this.offsetY; }, set: function (value) { this.y = value - (this.height) + this.offsetY; } }, /** * Aligns this Game Object within another Game Object, or Rectangle, known as the * 'container', to one of 9 possible positions. * * The container must be a Game Object, or Phaser.Rectangle object. This can include properties * such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world * and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, * TileSprites or Buttons. * * Please note that aligning a Sprite to another Game Object does **not** make it a child of * the container. It simply modifies its position coordinates so it aligns with it. * * The position constants you can use are: * * `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, * `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, * `Phaser.BOTTOM_CENTER` and `Phaser.BOTTOM_RIGHT`. * * The Game Objects are placed in such a way that their _bounds_ align with the * container, taking into consideration rotation, scale and the anchor property. * This allows you to neatly align Game Objects, irrespective of their position value. * * The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final * aligned position of the Game Object. For example: * * `sprite.alignIn(background, Phaser.BOTTOM_RIGHT, -20, -20)` * * Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner. * Think of the offsets as applying an adjustment to the containers bounds before the alignment takes place. * So providing a negative offset will 'shrink' the container bounds by that amount, and providing a positive * one expands it. * * @method * @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} container - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`. * @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_CENTER`, `Phaser.CENTER`, `Phaser.RIGHT_CENTER`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`. * @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @return {Object} This Game Object. */ alignIn: function (container, position, offsetX, offsetY) { if (offsetX === undefined) { offsetX = 0; } if (offsetY === undefined) { offsetY = 0; } switch (position) { default: case Phaser.TOP_LEFT: this.left = container.left - offsetX; this.top = container.top - offsetY; break; case Phaser.TOP_CENTER: this.centerX = container.centerX + offsetX; this.top = container.top - offsetY; break; case Phaser.TOP_RIGHT: this.right = container.right + offsetX; this.top = container.top - offsetY; break; case Phaser.LEFT_CENTER: this.left = container.left - offsetX; this.centerY = container.centerY + offsetY; break; case Phaser.CENTER: this.centerX = container.centerX + offsetX; this.centerY = container.centerY + offsetY; break; case Phaser.RIGHT_CENTER: this.right = container.right + offsetX; this.centerY = container.centerY + offsetY; break; case Phaser.BOTTOM_LEFT: this.left = container.left - offsetX; this.bottom = container.bottom + offsetY; break; case Phaser.BOTTOM_CENTER: this.centerX = container.centerX + offsetX; this.bottom = container.bottom + offsetY; break; case Phaser.BOTTOM_RIGHT: this.right = container.right + offsetX; this.bottom = container.bottom + offsetY; break; } return this; }, /** * Aligns this Game Object to the side of another Game Object, or Rectangle, known as the * 'parent', in one of 11 possible positions. * * The parent must be a Game Object, or Phaser.Rectangle object. This can include properties * such as `World.bounds` or `Camera.view`, for aligning Game Objects within the world * and camera bounds. Or it can include other Sprites, Images, Text objects, BitmapText, * TileSprites or Buttons. * * Please note that aligning a Sprite to another Game Object does **not** make it a child of * the parent. It simply modifies its position coordinates so it aligns with it. * * The position constants you can use are: * * `Phaser.TOP_LEFT` (default), `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, * `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, * `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` * and `Phaser.BOTTOM_RIGHT`. * * The Game Objects are placed in such a way that their _bounds_ align with the * parent, taking into consideration rotation, scale and the anchor property. * This allows you to neatly align Game Objects, irrespective of their position value. * * The optional `offsetX` and `offsetY` arguments allow you to apply extra spacing to the final * aligned position of the Game Object. For example: * * `sprite.alignTo(background, Phaser.BOTTOM_RIGHT, -20, -20)` * * Would align the `sprite` to the bottom-right, but moved 20 pixels in from the corner. * Think of the offsets as applying an adjustment to the parents bounds before the alignment takes place. * So providing a negative offset will 'shrink' the parent bounds by that amount, and providing a positive * one expands it. * * @method * @param {Phaser.Rectangle|Phaser.Sprite|Phaser.Image|Phaser.Text|Phaser.BitmapText|Phaser.Button|Phaser.Graphics|Phaser.TileSprite} parent - The Game Object or Rectangle with which to align this Game Object to. Can also include properties such as `World.bounds` or `Camera.view`. * @param {integer} [position] - The position constant. One of `Phaser.TOP_LEFT`, `Phaser.TOP_CENTER`, `Phaser.TOP_RIGHT`, `Phaser.LEFT_TOP`, `Phaser.LEFT_CENTER`, `Phaser.LEFT_BOTTOM`, `Phaser.RIGHT_TOP`, `Phaser.RIGHT_CENTER`, `Phaser.RIGHT_BOTTOM`, `Phaser.BOTTOM_LEFT`, `Phaser.BOTTOM_CENTER` or `Phaser.BOTTOM_RIGHT`. * @param {integer} [offsetX=0] - A horizontal adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @param {integer} [offsetY=0] - A vertical adjustment of the Containers bounds, applied to the aligned position of the Game Object. Use a negative value to shrink the bounds, positive to increase it. * @return {Object} This Game Object. */ alignTo: function (parent, position, offsetX, offsetY) { if (offsetX === undefined) { offsetX = 0; } if (offsetY === undefined) { offsetY = 0; } switch (position) { default: case Phaser.TOP_LEFT: this.left = parent.left - offsetX; this.bottom = parent.top - offsetY; break; case Phaser.TOP_CENTER: this.centerX = parent.centerX + offsetX; this.bottom = parent.top - offsetY; break; case Phaser.TOP_RIGHT: this.right = parent.right + offsetX; this.bottom = parent.top - offsetY; break; case Phaser.LEFT_TOP: this.right = parent.left - offsetX; this.top = parent.top - offsetY; break; case Phaser.LEFT_CENTER: this.right = parent.left - offsetX; this.centerY = parent.centerY + offsetY; break; case Phaser.LEFT_BOTTOM: this.right = parent.left - offsetX; this.bottom = parent.bottom + offsetY; break; case Phaser.RIGHT_TOP: this.left = parent.right + offsetX; this.top = parent.top - offsetY; break; case Phaser.RIGHT_CENTER: this.left = parent.right + offsetX; this.centerY = parent.centerY + offsetY; break; case Phaser.RIGHT_BOTTOM: this.left = parent.right + offsetX; this.bottom = parent.bottom + offsetY; break; case Phaser.BOTTOM_LEFT: this.left = parent.left - offsetX; this.top = parent.bottom + offsetY; break; case Phaser.BOTTOM_CENTER: this.centerX = parent.centerX + offsetX; this.top = parent.bottom + offsetY; break; case Phaser.BOTTOM_RIGHT: this.right = parent.right + offsetX; this.top = parent.bottom + offsetY; break; } return this; } };