/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var Components = require('./components'); var Image = require('../../gameobjects/image/Image'); /** * @classdesc * An Impact Physics Image Game Object. * * An Image is a light-weight Game Object useful for the display of static images in your game, * such as logos, backgrounds, scenery or other non-animated elements. Images can have input * events and physics bodies, or be tweened, tinted or scrolled. The main difference between an * Image and a Sprite is that you cannot animate an Image as they do not have the Animation component. * * @class ImpactImage * @extends Phaser.GameObjects.Image * @memberof Phaser.Physics.Impact * @constructor * @since 3.0.0 * * @extends Phaser.Physics.Impact.Components.Acceleration * @extends Phaser.Physics.Impact.Components.BodyScale * @extends Phaser.Physics.Impact.Components.BodyType * @extends Phaser.Physics.Impact.Components.Bounce * @extends Phaser.Physics.Impact.Components.CheckAgainst * @extends Phaser.Physics.Impact.Components.Collides * @extends Phaser.Physics.Impact.Components.Debug * @extends Phaser.Physics.Impact.Components.Friction * @extends Phaser.Physics.Impact.Components.Gravity * @extends Phaser.Physics.Impact.Components.Offset * @extends Phaser.Physics.Impact.Components.SetGameObject * @extends Phaser.Physics.Impact.Components.Velocity * @extends Phaser.GameObjects.Components.Alpha * @extends Phaser.GameObjects.Components.BlendMode * @extends Phaser.GameObjects.Components.Depth * @extends Phaser.GameObjects.Components.Flip * @extends Phaser.GameObjects.Components.GetBounds * @extends Phaser.GameObjects.Components.Origin * @extends Phaser.GameObjects.Components.Pipeline * @extends Phaser.GameObjects.Components.ScrollFactor * @extends Phaser.GameObjects.Components.Size * @extends Phaser.GameObjects.Components.Texture * @extends Phaser.GameObjects.Components.Tint * @extends Phaser.GameObjects.Components.Transform * @extends Phaser.GameObjects.Components.Visible * * @param {Phaser.Physics.Impact.World} world - The physics world of the Impact physics system. * @param {number} x - The horizontal position of this Game Object in the world. * @param {number} y - The vertical position of this Game Object in the world. * @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager. * @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with. */ var ImpactImage = new Class({ Extends: Image, Mixins: [ Components.Acceleration, Components.BodyScale, Components.BodyType, Components.Bounce, Components.CheckAgainst, Components.Collides, Components.Debug, Components.Friction, Components.Gravity, Components.Offset, Components.SetGameObject, Components.Velocity ], initialize: function ImpactImage (world, x, y, texture, frame) { Image.call(this, world.scene, x, y, texture, frame); /** * The Physics Body linked to an ImpactImage. * * @name Phaser.Physics.Impact.ImpactImage#body * @type {Phaser.Physics.Impact.Body} * @since 3.0.0 */ this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height); this.body.parent = this; this.body.gameObject = this; /** * The size of the physics Body. * * @name Phaser.Physics.Impact.ImpactImage#size * @type {{x: number, y: number}} * @since 3.0.0 */ this.size = this.body.size; /** * The X and Y offset of the Body from the left and top of the Image. * * @name Phaser.Physics.Impact.ImpactImage#offset * @type {{x: number, y: number}} * @since 3.0.0 */ this.offset = this.body.offset; /** * The velocity, or rate of change the Body's position. Measured in pixels per second. * * @name Phaser.Physics.Impact.ImpactImage#vel * @type {{x: number, y: number}} * @since 3.0.0 */ this.vel = this.body.vel; /** * The acceleration is the rate of change of the velocity. Measured in pixels per second squared. * * @name Phaser.Physics.Impact.ImpactImage#accel * @type {{x: number, y: number}} * @since 3.0.0 */ this.accel = this.body.accel; /** * Friction between colliding bodies. * * @name Phaser.Physics.Impact.ImpactImage#friction * @type {{x: number, y: number}} * @since 3.0.0 */ this.friction = this.body.friction; /** * The maximum velocity of the body. * * @name Phaser.Physics.Impact.ImpactImage#maxVel * @type {{x: number, y: number}} * @since 3.0.0 */ this.maxVel = this.body.maxVel; } }); module.exports = ImpactImage;