var BlitterRender = require('./BlitterRender'); var Bob = require('./Bob'); var Class = require('../../utils/Class'); var Components = require('../components'); var DisplayList = require('../DisplayList'); var Frame = require('../../textures/Frame'); var GameObject = require('../GameObject'); /** * A Blitter Game Object. * * The Blitter Game Object is a special kind of container that creates, updates and manages Bob objects. * Bobs are designed for rendering speed rather than flexibility. They consist of a texture, or frame from a texture, * a position and an alpha value. You cannot scale or rotate them. They use a batched drawing method for speed * during rendering. * * A Blitter Game Object has one texture bound to it. Bobs created by the Blitter can use any Frame from this * Texture to render with, but they cannot use any other Texture. It is this single texture-bind that allows * them their speed. * * If you have a need to blast a large volume of frames around the screen then Blitter objects are well worth * investigating. They are especially useful for using as a base for your own special effects systems. * * @class Blitter * @extends Phaser.GameObjects.GameObject * @memberOf Phaser.GameObjects * @constructor * @since 3.0.0 * * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @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.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time. * @param {number} [x=0] - The x coordinate of this Game Object in world space. * @param {number} [y=0] - The y coordinate of this Game Object in world space. * @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager. * @param {string|integer} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet. */ var Blitter = new Class({ Extends: GameObject, Mixins: [ Components.Alpha, Components.BlendMode, Components.Depth, Components.Pipeline, Components.ScaleMode, Components.ScrollFactor, Components.Size, Components.Texture, Components.Transform, Components.Visible, BlitterRender ], initialize: function Blitter (scene, x, y, texture, frame) { GameObject.call(this, scene, 'Blitter'); this.setTexture(texture, frame); this.setPosition(x, y); this.initPipeline('TextureTintPipeline'); /** * [description] * * @name Phaser.GameObjects.Blitter#children * @type {Phaser.GameObjects.DisplayList} * @since 3.0.0 */ this.children = new DisplayList(); /** * [description] * * @name Phaser.GameObjects.Blitter#renderList * @type {array} * @default [] * @since 3.0.0 */ this.renderList = []; this.dirty = false; }, /** * [description] * * @method Phaser.GameObjects.Blitter#create * @since 3.0.0 * * @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object. * @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object. * @param {string|integer|Phaser.Textures.Frame} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using. * @param {boolean} [visible=true] - Should the created Bob render or not? * @param {integer} [index] - The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list. * * @return {Phaser.GameObjects.Blitter.Bob} The newly created Bob object. */ create: function (x, y, frame, visible, index) { if (visible === undefined) { visible = true; } if (index === undefined) { index = this.children.length; } if (frame === undefined) { frame = this.frame; } else if (!(frame instanceof Frame)) { 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; }, /** * [description] * * @method Phaser.GameObjects.Blitter#createFromCallback * @since 3.0.0 * * @param {function} callback - The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob. * @param {integer} quantity - The quantity of Bob objects to create. * @param {string} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture. * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created. */ 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; }, /** * [description] * * @method Phaser.GameObjects.Blitter#createMultiple * @since 3.0.0 * * @param {integer} quantity - The quantity of Bob objects to create. * @param {string} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture. * @param {boolean} [visible=true] - [description] * * @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created. */ createMultiple: function (quantity, frame, visible) { if (frame === undefined) { frame = this.frame.name; } 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; }, /** * [description] * * @method Phaser.GameObjects.Blitter#childCanRender * @since 3.0.0 * * @param {Phaser.GameObjects.Blitter.Bob} child - [description] * * @return {boolean} [description] */ childCanRender: function (child) { return (child.visible && child.alpha > 0); }, /** * [description] * * @method Phaser.GameObjects.Blitter#getRenderList * @since 3.0.0 * * @return {[type]} [description] */ getRenderList: function () { if (this.dirty) { this.renderList = this.children.list.filter(this.childCanRender, this); this.dirty = false; } return this.renderList; }, /** * [description] * * @method Phaser.GameObjects.Blitter#clear * @since 3.0.0 */ clear: function () { this.children.removeAll(); this.dirty = true; } }); module.exports = Blitter;