/** * @author Richard Davey * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * WARNING: This is an EXPERIMENTAL class. The API will change significantly in the coming versions and is incomplete. * Please try to avoid using in production games with a long time to build. * This is also why the documentation is incomplete. * * A responsive grid layer. * * @class Phaser.FlexLayer * @extends Phaser.Group * @constructor * @param {Phaser.FlexGrid} manager - The FlexGrid that owns this FlexLayer. * @param {Phaser.Point} position - A reference to the Point object used for positioning. * @param {Phaser.Rectangle} bounds - A reference to the Rectangle used for the layer bounds. * @param {Phaser.Point} scale - A reference to the Point object used for layer scaling. */ Phaser.FlexLayer = function (manager, position, bounds, scale) { Phaser.Group.call(this, manager.game, null, '__flexLayer' + manager.game.rnd.uuid(), false); /** * @property {Phaser.ScaleManager} scale - A reference to the ScaleManager. */ this.manager = manager.manager; /** * @property {Phaser.FlexGrid} grid - A reference to the FlexGrid that owns this layer. */ this.grid = manager; /** * Should the FlexLayer remain through a State swap? * * @type {boolean} */ this.persist = false; /** * @property {Phaser.Point} position */ this.position = position; /** * @property {Phaser.Rectangle} bounds */ this.bounds = bounds; /** * @property {Phaser.Point} scale */ this.scale = scale; /** * @property {Phaser.Point} topLeft */ this.topLeft = bounds.topLeft; /** * @property {Phaser.Point} topMiddle */ this.topMiddle = new Phaser.Point(bounds.halfWidth, 0); /** * @property {Phaser.Point} topRight */ this.topRight = bounds.topRight; /** * @property {Phaser.Point} bottomLeft */ this.bottomLeft = bounds.bottomLeft; /** * @property {Phaser.Point} bottomMiddle */ this.bottomMiddle = new Phaser.Point(bounds.halfWidth, bounds.bottom); /** * @property {Phaser.Point} bottomRight */ this.bottomRight = bounds.bottomRight; }; Phaser.FlexLayer.prototype = Object.create(Phaser.Group.prototype); Phaser.FlexLayer.prototype.constructor = Phaser.FlexLayer; /** * Resize. * * @method Phaser.FlexLayer#resize */ Phaser.FlexLayer.prototype.resize = function () { }; /** * Debug. * * @method Phaser.FlexLayer#debug */ Phaser.FlexLayer.prototype.debug = function () { this.game.debug.text(this.bounds.width + ' x ' + this.bounds.height, this.bounds.x + 4, this.bounds.y + 16); this.game.debug.geom(this.bounds, 'rgba(0,0,255,0.9', false); this.game.debug.geom(this.topLeft, 'rgba(255,255,255,0.9'); this.game.debug.geom(this.topMiddle, 'rgba(255,255,255,0.9'); this.game.debug.geom(this.topRight, 'rgba(255,255,255,0.9'); };