/** * @author Richard Davey * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var CONST = require('../../const'); var GameObject = require('../GameObject'); /** * An Image is a light-weight object you can use to display anything that doesn't need physics or animation. * It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics. * * @class Phaser.GameObject.Image * @extends Phaser.GameObject * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {string} [key] - The texture used by the Image 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 Image 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. */ var Image = function (state, x, y, key, frame) { var _texture = state.sys.textures.get(key); var _frame = _texture.get(frame); GameObject.call(this, state, x, y, _texture, _frame); this.type = CONST.IMAGE; }; Image.prototype = Object.create(GameObject.prototype); Image.prototype.constructor = Image; Image.prototype.renderCanvas = require('./ImageCanvasRenderer'); Image.prototype.renderWebGL = require('./ImageWebGLRenderer'); Object.defineProperties(Image.prototype, { width: { enumerable: true, get: function () { return this.transform._scaleX * this.frame.realWidth; }, set: function (value) { this.scaleX = value / this.frame.realWidth; } }, height: { enumerable: true, get: function () { return this.transform._scaleY * this.frame.realHeight; }, set: function (value) { this.scaleY = value / this.frame.realHeight; } } }); module.exports = Image;