/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * @class Phaser.Image * * @classdesc Create a new `Image` object. 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. * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate of the Imaget. The coordinate is relative to any parent container this Image may be in. * @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} 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. */ Phaser.Image = function (game, x, y, key, frame) { x = x || 0; y = y || 0; key = key || null; frame = frame || null; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @property {boolean} exists - If exists = false then the Image isn't updated by the core game loop. * @default */ this.exists = true; /** * @property {string} name - The user defined name given to this Image. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.IMAGE; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components. */ this.events = new Phaser.Events(this); /** * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or 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. */ this.key = key; /** * @property {number} _frame - Internal cache var. * @private */ this._frame = 0; /** * @property {string} _frameName - Internal cache var. * @private */ this._frameName = ''; PIXI.Sprite.call(this, PIXI.TextureCache['__default']); this.loadTexture(key, frame); this.position.set(x, y); /** * @property {Phaser.Point} world - The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container. */ this.world = new Phaser.Point(x, y); /** * Should this Image be automatically culled if out of range of the camera? * A culled sprite has its renderable property set to 'false'. * Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it. * * @property {boolean} autoCull - A flag indicating if the Image should be automatically camera culled or not. * @default */ this.autoCull = false; /** * @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it. */ this.input = null; /** * @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view. */ this.cameraOffset = new Phaser.Point(); /** * A small internal cache: * 0 = previous position.x * 1 = previous position.y * 2 = previous rotation * 3 = renderID * 4 = fresh? (0 = no, 1 = yes) * 5 = outOfBoundsFired (0 = no, 1 = yes) * 6 = exists (0 = no, 1 = yes) * 7 = fixed to camera (0 = no, 1 = yes) * @property {Int16Array} _cache * @private */ this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]); }; Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Image.prototype.constructor = Phaser.Image; /** * Automatically called by World.preUpdate. * * @method Phaser.Image#preUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.preUpdate = function() { this._cache[0] = this.world.x; this._cache[1] = this.world.y; this._cache[2] = this.rotation; if (!this.exists || !this.parent.exists) { this.renderOrderID = -1; return false; } if (this.autoCull) { // Won't get rendered but will still get its transform updated this.renderable = this.game.world.camera.screenView.intersects(this.getBounds()); } this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]); if (this.visible) { this._cache[3] = this.game.world.currentRenderOrderID++; } return true; } /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.Image#update * @memberof Phaser.Image */ Phaser.Image.prototype.update = function() { } /** * Internal function called by the World postUpdate cycle. * * @method Phaser.Image#postUpdate * @memberof Phaser.Image */ Phaser.Image.prototype.postUpdate = function() { if (this.key instanceof Phaser.BitmapData && this.key._dirty) { this.key.render(); } // Fixed to Camera? if (this._cache[7] === 1) { this.position.x = this.game.camera.view.x + this.cameraOffset.x; this.position.y = this.game.camera.view.y + this.cameraOffset.y; } } /** * Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache. * This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game. * * @method Phaser.Image#loadTexture * @memberof Phaser.Image * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or 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. */ Phaser.Image.prototype.loadTexture = function (key, frame) { frame = frame || 0; if (key instanceof Phaser.RenderTexture) { this.key = key.key; this.setTexture(key); return; } else if (key instanceof Phaser.BitmapData) { this.key = key.key; this.setTexture(key.texture); return; } else if (key instanceof PIXI.Texture) { this.key = key; this.setTexture(key); return; } else { if (key === null || typeof key === 'undefined') { this.key = '__default'; this.setTexture(PIXI.TextureCache[this.key]); return; } else if (typeof key === 'string' && !this.game.cache.checkImageKey(key)) { this.key = '__missing'; this.setTexture(PIXI.TextureCache[this.key]); return; } if (this.game.cache.isSpriteSheet(key)) { this.key = key; var frameData = this.game.cache.getFrameData(key); if (typeof frame === 'string') { this._frame = 0; this._frameName = frame; this.setTexture(PIXI.TextureCache[frameData.getFrameByName(frame).uuid]); return; } else { this._frame = frame; this._frameName = ''; this.setTexture(PIXI.TextureCache[frameData.getFrame(frame).uuid]); return; } } else { this.key = key; this.setTexture(PIXI.TextureCache[key]); return; } } } /** * Crop allows you to crop the texture used to display this Image. * Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object. * * @method Phaser.Image#crop * @memberof Phaser.Image * @param {Phaser.Rectangle} rect - The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle. */ Phaser.Image.prototype.crop = function(rect) { if (typeof rect === 'undefined' || rect === null) { // Clear any crop that may be set if (this.texture.hasOwnProperty('sourceWidth')) { this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight)); } } else { // Do we need to clone the PIXI.Texture object? if (this.texture instanceof PIXI.Texture) { // Yup, let's rock it ... var local = {}; Phaser.Utils.extend(true, local, this.texture); local.sourceWidth = local.width; local.sourceHeight = local.height; local.frame = rect; local.width = rect.width; local.height = rect.height; this.texture = local; this.texture.updateFrame = true; PIXI.Texture.frameUpdates.push(this.texture); } else { this.texture.setFrame(rect); } } } /** * Brings a 'dead' Image back to life, optionally giving it the health value specified. * A resurrected Image has its alive, exists and visible properties all set to true. * It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal. * * @method Phaser.Image#revive * @memberof Phaser.Image * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.revive = function() { this.alive = true; this.exists = true; this.visible = true; if (this.events) { this.events.onRevived.dispatch(this); } return this; } /** * Kills a Image. A killed Image has its alive, exists and visible properties all set to false. * It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal. * Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory. * If you don't need this Image any more you should call Image.destroy instead. * * @method Phaser.Image#kill * @memberof Phaser.Image * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; if (this.events) { this.events.onKilled.dispatch(this); } return this; } /** * Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.Image#destroy * @memberof Phaser.Image */ Phaser.Image.prototype.destroy = function() { if (this.parent) { this.parent.remove(this); } if (this.events) { this.events.destroy(); } if (this.input) { this.input.destroy(); } var i = this.children.length; while (i--) { this.removeChild(this.children[i]); } this.alive = false; this.exists = false; this.visible = false; this.filters = null; this.mask = null; this.game = null; } /** * Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true. * * @method Phaser.Image#reset * @memberof Phaser.Image * @param {number} x - The x coordinate (in world space) to position the Image at. * @param {number} y - The y coordinate (in world space) to position the Image at. * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.reset = function(x, y) { this.world.setTo(x, y); this.position.x = x; this.position.y = y; this.alive = true; this.exists = true; this.visible = true; this.renderable = true; return this; } /** * Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only * bought to the top of that Group, not the entire display list. * * @method Phaser.Image#bringToTop * @memberof Phaser.Image * @return {Phaser.Image} This instance. */ Phaser.Image.prototype.bringToTop = function(child) { if (typeof child === 'undefined') { if (this.parent) { this.parent.bringToTop(this); } } else { } return this; } /** * Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. * Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90. * If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle. * * @name Phaser.Image#angle * @property {number} angle - The angle of this Image in degrees. */ Object.defineProperty(Phaser.Image.prototype, "angle", { get: function() { return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation)); }, set: function(value) { this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value)); } }); /** * Returns the delta x value. The difference between world.x now and in the previous step. * * @name Phaser.Image#deltaX * @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "deltaX", { get: function() { return this.world.x - this._cache[0]; } }); /** * Returns the delta y value. The difference between world.y now and in the previous step. * * @name Phaser.Image#deltaY * @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "deltaY", { get: function() { return this.world.y - this._cache[1]; } }); /** * Returns the delta z value. The difference between rotation now and in the previous step. * * @name Phaser.Image#deltaZ * @property {number} deltaZ - The delta value. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "deltaZ", { get: function() { return this.rotation - this._cache[2]; } }); /** * Checks if the Image bounds are within the game world, otherwise false if fully outside of it. * * @name Phaser.Image#inWorld * @property {boolean} inWorld - True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "inWorld", { get: function() { return this.game.world.bounds.intersects(this.getBounds()); } }); /** * Checks if the Image bounds are within the game camera, otherwise false if fully outside of it. * * @name Phaser.Image#inCamera * @property {boolean} inCamera - True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "inCamera", { get: function() { return this.game.world.camera.screenView.intersects(this.getBounds()); } }); /** * @name Phaser.Image#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture for display. */ Object.defineProperty(Phaser.Image.prototype, "frame", { get: function() { return this._frame; }, set: function(value) { if (value !== this.frame && this.game.cache.isSpriteSheet(this.key)) { var frameData = this.game.cache.getFrameData(this.key); if (frameData && value < frameData.total && frameData.getFrame(value)) { this.setTexture(PIXI.TextureCache[frameData.getFrame(value).uuid]); this._frame = value; } } } }); /** * @name Phaser.Image#frameName * @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display. */ Object.defineProperty(Phaser.Image.prototype, "frameName", { get: function() { return this._frameName; }, set: function(value) { if (value !== this.frameName && this.game.cache.isSpriteSheet(this.key)) { var frameData = this.game.cache.getFrameData(this.key); if (frameData && frameData.getFrameByName(value)) { this.setTexture(PIXI.TextureCache[frameData.getFrameByName(value).uuid]); this._frameName = value; } } } }); /** * @name Phaser.Image#renderOrderID * @property {number} renderOrderID - The render order ID, reset every frame. * @readonly */ Object.defineProperty(Phaser.Image.prototype, "renderOrderID", { get: function() { return this._cache[3]; } }); /** * By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this object and it will then start to process click/touch events and more. * * @name Phaser.Image#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this object to receive input events. */ Object.defineProperty(Phaser.Image.prototype, "inputEnabled", { get: function () { return (this.input && this.input.enabled); }, set: function (value) { if (value) { if (this.input === null) { this.input = new Phaser.InputHandler(this); this.input.start(); } } else { if (this.input && this.input.enabled) { this.input.stop(); } } } }); /** * An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset. * Note that the cameraOffset values are in addition to any parent in the display list. * So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x * * @name Phaser.Image#fixedToCamera * @property {boolean} fixedToCamera - Set to true to fix this Image to the Camera at its current world coordinates. */ Object.defineProperty(Phaser.Image.prototype, "fixedToCamera", { get: function () { return !!this._cache[7]; }, set: function (value) { if (value) { this._cache[7] = 1; this.cameraOffset.set(this.x, this.y); } else { this._cache[7] = 0; } } });