<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/pixi/display/DisplayObject.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> 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used on its own rather it should be extended. * * @class DisplayObject * @constructor */ PIXI.DisplayObject = function() { /** * The coordinate of the object relative to the local coordinates of the parent. * * @property position * @type Point */ this.position = new PIXI.Point(0, 0); /** * The scale factor of the object. * * @property scale * @type Point */ this.scale = new PIXI.Point(1, 1); /** * The pivot point of the displayObject that it rotates around * * @property pivot * @type Point */ this.pivot = new PIXI.Point(0, 0); /** * The rotation of the object in radians. * * @property rotation * @type Number */ this.rotation = 0; /** * The opacity of the object. * * @property alpha * @type Number */ this.alpha = 1; /** * The visibility of the object. * * @property visible * @type Boolean */ this.visible = true; /** * This is the defined area that will pick up mouse / touch events. It is null by default. * Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children) * * @property hitArea * @type Rectangle|Circle|Ellipse|Polygon */ this.hitArea = null; /** * Can this object be rendered * * @property renderable * @type Boolean */ this.renderable = false; /** * [read-only] The display object container that contains this display object. * * @property parent * @type DisplayObjectContainer * @readOnly */ this.parent = null; /** * [read-only] The stage the display object is connected to, or undefined if it is not connected to the stage. * * @property stage * @type Stage * @readOnly */ this.stage = null; /** * [read-only] The multiplied alpha of the displayObject * * @property worldAlpha * @type Number * @readOnly */ this.worldAlpha = 1; /** * [read-only] Current transform of the object based on world (parent) factors * * @property worldTransform * @type Matrix * @readOnly * @private */ this.worldTransform = new PIXI.Matrix(); /** * The position of the Display Object based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. * * @property worldPosition * @type Point * @readOnly */ this.worldPosition = new PIXI.Point(0, 0); /** * The scale of the Display Object based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. * * @property worldScale * @type Point * @readOnly */ this.worldScale = new PIXI.Point(1, 1); /** * The rotation of the Display Object, in radians, based on the world transform. * This value is updated at the end of updateTransform and takes all parent transforms into account. * * @property worldRotation * @type Number * @readOnly */ this.worldRotation = 0; /** * cached sin rotation and cos rotation * * @property _sr * @type Number * @private */ this._sr = 0; /** * cached sin rotation and cos rotation * * @property _cr * @type Number * @private */ this._cr = 1; /** * The area the filter is applied to like the hitArea this is used as more of an optimisation * rather than figuring out the dimensions of the displayObject each frame you can set this rectangle * * @property filterArea * @type Rectangle */ this.filterArea = null; /** * The original, cached bounds of the object * * @property _bounds * @type Rectangle * @private */ this._bounds = new PIXI.Rectangle(0, 0, 1, 1); /** * The most up-to-date bounds of the object * * @property _currentBounds * @type Rectangle * @private */ this._currentBounds = null; /** * The original, cached mask of the object * * @property _mask * @type Rectangle * @private */ this._mask = null; /** * Cached internal flag. * * @property _cacheAsBitmap * @type Boolean * @private */ this._cacheAsBitmap = false; /** * Cached internal flag. * * @property _cacheIsDirty * @type Boolean * @private */ this._cacheIsDirty = false; }; // constructor PIXI.DisplayObject.prototype.constructor = PIXI.DisplayObject; /** * Destroy this DisplayObject. * Removes all references to transformCallbacks, its parent, the stage, filters, bounds, mask and cached Sprites. * * @method destroy */ PIXI.DisplayObject.prototype.destroy = function() { if (this.children) { var i = this.children.length; while (i--) { this.children[i].destroy(); } this.children = []; } this.hitArea = null; this.parent = null; this.stage = null; this.worldTransform = null; this.filterArea = null; this._bounds = null; this._currentBounds = null; this._mask = null; // In case Pixi is still going to try and render it even though destroyed this.renderable = false; this._destroyCachedSprite(); }; /** * [read-only] Indicates if the sprite is globally visible. * * @property worldVisible * @type Boolean */ Object.defineProperty(PIXI.DisplayObject.prototype, 'worldVisible', { get: function() { var item = this; do { if (!item.visible) return false; item = item.parent; } while(item); return true; } }); /** * Sets a mask for the displayObject. A mask is an object that limits the visibility of an object to the shape of the mask applied to it. * In PIXI a regular mask must be a PIXI.Graphics object. This allows for much faster masking in canvas as it utilises shape clipping. * To remove a mask, set this property to null. * * @property mask * @type Graphics */ Object.defineProperty(PIXI.DisplayObject.prototype, 'mask', { get: function() { return this._mask; }, set: function(value) { if (this._mask) this._mask.isMask = false; this._mask = value; if (this._mask) this._mask.isMask = true; } }); /** * Sets the filters for the displayObject. * IMPORTANT: This is a webGL only feature and will be ignored by the Canvas renderer. * * To remove filters simply set this property to 'null'. * * You cannot have a filter and a multiply blend mode active at the same time. Setting a filter will reset * this objects blend mode to NORMAL. * * @property filters * @type Array(Filter) */ Object.defineProperty(PIXI.DisplayObject.prototype, 'filters', { get: function() { return this._filters; }, set: function(value) { if (value) { // now put all the passes in one place.. var passes = []; for (var i = 0; i < value.length; i++) { var filterPasses = value[i].passes; for (var j = 0; j < filterPasses.length; j++) { passes.push(filterPasses[j]); } } // TODO change this as it is legacy this._filterBlock = { target: this, filterPasses: passes }; } this._filters = value; if (this.blendMode && this.blendMode === PIXI.blendModes.MULTIPLY) { this.blendMode = PIXI.blendModes.NORMAL; } } }); /** * Set if this display object is cached as a bitmap. * This basically takes a snap shot of the display object as it is at that moment. It can provide a performance benefit for complex static displayObjects. * To remove simply set this property to 'null' * @property cacheAsBitmap * @type Boolean */ Object.defineProperty(PIXI.DisplayObject.prototype, 'cacheAsBitmap', { get: function() { return this._cacheAsBitmap; }, set: function(value) { if (this._cacheAsBitmap === value) { return; } if (value) { this._generateCachedSprite(); } else { this._destroyCachedSprite(); } this._cacheAsBitmap = value; } }); /* * Updates the object transform for rendering. * * If the object has no parent, and no parent parameter is provided, it will default to Phaser.Game.World as the parent. * If that is unavailable the transform fails to take place. * * The `parent` parameter has priority over the actual parent. Use it as a parent override. * Setting it does **not** change the actual parent of this DisplayObject, it just uses the parent for the transform update. * * @method updateTransform * @param {DisplayObject} [parent] - Optional parent to parent this DisplayObject transform from. */ PIXI.DisplayObject.prototype.updateTransform = function(parent) { if (!parent && !this.parent && !this.game) { return; } var p = this.parent; if (parent) { p = parent; } else if (!this.parent) { p = this.game.world; } // create some matrix refs for easy access var pt = p.worldTransform; var wt = this.worldTransform; // temporary matrix variables var a, b, c, d, tx, ty; // so if rotation is between 0 then we can simplify the multiplication process.. if (this.rotation % PIXI.PI_2) { // check to see if the rotation is the same as the previous render. This means we only need to use sin and cos when rotation actually changes if (this.rotation !== this.rotationCache) { this.rotationCache = this.rotation; this._sr = Math.sin(this.rotation); this._cr = Math.cos(this.rotation); } // get the matrix values of the displayobject based on its transform properties.. a = this._cr * this.scale.x; b = this._sr * this.scale.x; c = -this._sr * this.scale.y; d = this._cr * this.scale.y; tx = this.position.x; ty = this.position.y; // check for pivot.. not often used so geared towards that fact! if (this.pivot.x || this.pivot.y) { tx -= this.pivot.x * a + this.pivot.y * c; ty -= this.pivot.x * b + this.pivot.y * d; } // concat the parent matrix with the objects transform. wt.a = a * pt.a + b * pt.c; wt.b = a * pt.b + b * pt.d; wt.c = c * pt.a + d * pt.c; wt.d = c * pt.b + d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } else { // lets do the fast version as we know there is no rotation.. a = this.scale.x; d = this.scale.y; tx = this.position.x - this.pivot.x * a; ty = this.position.y - this.pivot.y * d; wt.a = a * pt.a; wt.b = a * pt.b; wt.c = d * pt.c; wt.d = d * pt.d; wt.tx = tx * pt.a + ty * pt.c + pt.tx; wt.ty = tx * pt.b + ty * pt.d + pt.ty; } // multiply the alphas.. this.worldAlpha = this.alpha * p.worldAlpha; this.worldPosition.set(wt.tx, wt.ty); this.worldScale.set(wt.a, wt.d); this.worldRotation = Math.atan2(wt.c, wt.d); // reset the bounds each time this is called! this._currentBounds = null; // Custom callback? if (this.transformCallback) { this.transformCallback.call(this.transformCallbackContext, wt, pt); } }; // performance increase to avoid using call.. (10x faster) PIXI.DisplayObject.prototype.displayObjectUpdateTransform = PIXI.DisplayObject.prototype.updateTransform; /** * Retrieves the bounds of the displayObject as a rectangle object * * @method getBounds * @param matrix {Matrix} * @return {Rectangle} the rectangular bounding area */ PIXI.DisplayObject.prototype.getBounds = function(matrix) { matrix = matrix;//just to get passed js hinting (and preserve inheritance) return PIXI.EmptyRectangle; }; /** * Retrieves the local bounds of the displayObject as a rectangle object * * @method getLocalBounds * @return {Rectangle} the rectangular bounding area */ PIXI.DisplayObject.prototype.getLocalBounds = function() { return this.getBounds(PIXI.identityMatrix);///PIXI.EmptyRectangle(); }; /** * Sets the object's stage reference, the stage this object is connected to * * @method setStageReference * @param stage {Stage} the stage that the object will have as its current stage reference */ PIXI.DisplayObject.prototype.setStageReference = function(stage) { this.stage = stage; }; /** * Empty, to be overridden by classes that require it. * * @method preUpdate */ PIXI.DisplayObject.prototype.preUpdate = function() { }; /** * Useful function that returns a texture of the displayObject object that can then be used to create sprites * This can be quite useful if your displayObject is static / complicated and needs to be reused multiple times. * * @method generateTexture * @param resolution {Number} The resolution of the texture being generated * @param scaleMode {Number} See {{#crossLink "PIXI/scaleModes:property"}}PIXI.scaleModes{{/crossLink}} for possible values * @param renderer {CanvasRenderer|WebGLRenderer} The renderer used to generate the texture. * @return {RenderTexture} a texture of the graphics object */ PIXI.DisplayObject.prototype.generateTexture = function(resolution, scaleMode, renderer) { var bounds = this.getLocalBounds(); var renderTexture = new PIXI.RenderTexture(bounds.width | 0, bounds.height | 0, renderer, scaleMode, resolution); PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; renderTexture.render(this, PIXI.DisplayObject._tempMatrix); return renderTexture; }; /** * Generates and updates the cached sprite for this object. * * @method updateCache */ PIXI.DisplayObject.prototype.updateCache = function() { this._generateCachedSprite(); }; /** * Calculates the global position of the display object * * @method toGlobal * @param position {Point} The world origin to calculate from * @return {Point} A point object representing the position of this object */ PIXI.DisplayObject.prototype.toGlobal = function(position) { // don't need to u[date the lot this.displayObjectUpdateTransform(); return this.worldTransform.apply(position); }; /** * Calculates the local position of the display object relative to another point * * @method toLocal * @param position {Point} The world origin to calculate from * @param [from] {DisplayObject} The DisplayObject to calculate the global position from * @return {Point} A point object representing the position of this object */ PIXI.DisplayObject.prototype.toLocal = function(position, from) { if (from) { position = from.toGlobal(position); } // don't need to u[date the lot this.displayObjectUpdateTransform(); return this.worldTransform.applyInverse(position); }; /** * Internal method. * * @method _renderCachedSprite * @param renderSession {Object} The render session * @private */ PIXI.DisplayObject.prototype._renderCachedSprite = function(renderSession) { this._cachedSprite.worldAlpha = this.worldAlpha; if (renderSession.gl) { PIXI.Sprite.prototype._renderWebGL.call(this._cachedSprite, renderSession); } else { PIXI.Sprite.prototype._renderCanvas.call(this._cachedSprite, renderSession); } }; /** * Internal method. * * @method _generateCachedSprite * @private */ PIXI.DisplayObject.prototype._generateCachedSprite = function() { this._cacheAsBitmap = false; var bounds = this.getLocalBounds(); // Round it off and force non-zero dimensions bounds.width = Math.max(1, Math.ceil(bounds.width)); bounds.height = Math.max(1, Math.ceil(bounds.height)); this.updateTransform(); if (!this._cachedSprite) { var renderTexture = new PIXI.RenderTexture(bounds.width, bounds.height); this._cachedSprite = new PIXI.Sprite(renderTexture); this._cachedSprite.worldTransform = this.worldTransform; } else { this._cachedSprite.texture.resize(bounds.width, bounds.height); } // Remove filters var tempFilters = this._filters; this._filters = null; this._cachedSprite.filters = tempFilters; // PIXI.DisplayObject._tempMatrix.identity(); PIXI.DisplayObject._tempMatrix.tx = -bounds.x; PIXI.DisplayObject._tempMatrix.ty = -bounds.y; this._cachedSprite.texture.render(this, PIXI.DisplayObject._tempMatrix, true); this._cachedSprite.anchor.x = -(bounds.x / bounds.width); this._cachedSprite.anchor.y = -(bounds.y / bounds.height); this._filters = tempFilters; this._cacheAsBitmap = true; }; /** * Destroys the cached sprite. * * @method _destroyCachedSprite * @private */ PIXI.DisplayObject.prototype._destroyCachedSprite = function() { if (!this._cachedSprite) return; this._cachedSprite.texture.destroy(true); // TODO could be object pooled! this._cachedSprite = null; }; /** * Renders the object using the WebGL renderer * * @method _renderWebGL * @param renderSession {RenderSession} * @private */ PIXI.DisplayObject.prototype._renderWebGL = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; /** * Renders the object using the Canvas renderer * * @method _renderCanvas * @param renderSession {RenderSession} * @private */ PIXI.DisplayObject.prototype._renderCanvas = function(renderSession) { // OVERWRITE; // this line is just here to pass jshinting :) renderSession = renderSession; }; /** * The position of the displayObject on the x axis relative to the local coordinates of the parent. * * @property x * @type Number */ Object.defineProperty(PIXI.DisplayObject.prototype, 'x', { get: function() { return this.position.x; }, set: function(value) { this.position.x = value; } }); /** * The position of the displayObject on the y axis relative to the local coordinates of the parent. * * @property y * @type Number */ Object.defineProperty(PIXI.DisplayObject.prototype, 'y', { get: function() { return this.position.y; }, set: function(value) { this.position.y = value; } }); </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2016 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a> on Thu May 19 2016 12:35:37 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); 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