/** * @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.Sprite * * @classdesc Create a new `Sprite` object. Sprites are the lifeblood of your game, used for nearly everything visual. * * At its most basic a Sprite consists of a set of coordinates and a texture that is rendered to the canvas. * They also contain additional properties allowing for physics motion (via Sprite.body), input handling (via Sprite.input), * events (via Sprite.events), animation (via Sprite.animations), camera culling and more. Please see the Examples for use cases. * * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture. * @param {string|number} frame - If this Sprite 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.Sprite = 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 Sprite isn't updated by the core game loop or physics subsystem at all. * @default */ this.exists = true; /** * @property {boolean} alive - This is a handy little var your game can use to determine if a sprite is alive or not, it doesn't effect rendering. * @default */ this.alive = true; /** * @property {Phaser.Group} group - The parent Group of this Sprite. This is usually set after Sprite instantiation by the parent. */ this.group = null; /** * @property {string} name - The user defined name given to this Sprite. * @default */ this.name = ''; /** * @property {number} type - The const type of this object. * @readonly */ this.type = Phaser.SPRITE; /** * @property {number} renderOrderID - Used by the Renderer and Input Manager to control picking order. * @default */ this.renderOrderID = -1; /** * If you would like the Sprite to have a lifespan once 'born' you can set this to a positive value. Handy for particles, bullets, etc. * The lifespan is decremented by game.time.elapsed each update, once it reaches zero the kill() function is called. * @property {number} lifespan - The lifespan of the Sprite (in ms) before it will be killed. * @default */ this.lifespan = 0; /** * @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components. */ this.events = new Phaser.Events(this); /** * @property {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager) */ this.animations = new Phaser.AnimationManager(this); /** * @property {Phaser.InputHandler} input - The Input Handler Component. */ this.input = new Phaser.InputHandler(this); /** * @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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 {Phaser.Frame} currentFrame - A reference to the currently displayed frame. */ this.currentFrame = null; if (key instanceof Phaser.RenderTexture) { PIXI.Sprite.call(this, key); this.currentFrame = this.game.cache.getTextureFrame(key.name); } else if (key instanceof Phaser.BitmapData) { PIXI.Sprite.call(this, key.texture, key.textureFrame); this.currentFrame = key.textureFrame; } else if (key instanceof PIXI.Texture) { PIXI.Sprite.call(this, key); this.currentFrame = frame; } else { if (key === null || typeof key === 'undefined') { key = '__default'; this.key = key; } else if (typeof key === 'string' && this.game.cache.checkImageKey(key) === false) { key = '__missing'; this.key = key; } PIXI.Sprite.call(this, PIXI.TextureCache[key]); if (this.game.cache.isSpriteSheet(key)) { this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (frame !== null) { if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } } else { this.currentFrame = this.game.cache.getFrame(key); } } /** * The rectangular area from the texture that will be rendered. * @property {Phaser.Rectangle} textureRegion */ this.textureRegion = new Phaser.Rectangle(this.texture.frame.x, this.texture.frame.y, this.texture.frame.width, this.texture.frame.height); /** * The anchor sets the origin point of the texture. * The default is 0,0 this means the textures origin is the top left * Setting than anchor to 0.5,0.5 means the textures origin is centered * Setting the anchor to 1,1 would mean the textures origin points will be the bottom right * * @property {Phaser.Point} anchor - The anchor around which rotation and scaling takes place. */ this.anchor = new Phaser.Point(); /** * @property {number} x - The x coordinate in world space of this Sprite. */ this.x = x; /** * @property {number} y - The y coordinate in world space of this Sprite. */ this.y = y; this.position.x = x; this.position.y = y; /** * @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container. */ this.world = new Phaser.Point(x, y); /** * Should this Sprite be automatically culled if out of range of the camera? * A culled sprite has its renderable property set to 'false'. * * @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not. * @default */ this.autoCull = false; /** * @property {Phaser.Point} scale - The scale of the Sprite when rendered. By default it's set to 1 (no scale). You can modify it via scale.x or scale.y or scale.setTo(x, y). A value of 1 means no change to the scale, 0.5 means "half the size", 2 means "twice the size", etc. */ this.scale = new Phaser.Point(1, 1); /** * @property {object} _cache - A mini cache for storing all of the calculated values. * @private */ this._cache = { fresh: true, dirty: false, // Transform cache a00: -1, a01: -1, a02: -1, a10: -1, a11: -1, a12: -1, id: -1, // Input specific transform cache i01: -1, i10: -1, idi: -1, // Bounds check left: null, right: null, top: null, bottom: null, // delta cache prevX: x, prevY: y, // The previous calculated position x: -1, y: -1, // The actual scale values based on the worldTransform scaleX: 1, scaleY: 1, // The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size width: this.currentFrame.sourceSizeW, height: this.currentFrame.sourceSizeH, // The actual width/height of the image if from a trimmed atlas, multiplied by the final calculated scale size halfWidth: Math.floor(this.currentFrame.sourceSizeW / 2), halfHeight: Math.floor(this.currentFrame.sourceSizeH / 2), // The width/height of the image, based on the un-modified frame size multiplied by the final calculated scale size calcWidth: -1, calcHeight: -1, // The current frame details // frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height, frameID: -1, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height, // If this sprite visible to the camera (regardless of being set to visible or not) cameraVisible: true, // Crop cache cropX: 0, cropY: 0, cropWidth: this.currentFrame.sourceSizeW, cropHeight: this.currentFrame.sourceSizeH }; /** * @property {Phaser.Point} offset - Corner point defaults. Should not typically be modified. */ this.offset = new Phaser.Point(); /** * @property {Phaser.Point} center - A Point containing the center coordinate of the Sprite. Takes rotation and scale into account. */ this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2)); /** * @property {Phaser.Point} topLeft - A Point containing the top left coordinate of the Sprite. Takes rotation and scale into account. */ this.topLeft = new Phaser.Point(x, y); /** * @property {Phaser.Point} topRight - A Point containing the top right coordinate of the Sprite. Takes rotation and scale into account. */ this.topRight = new Phaser.Point(x + this._cache.width, y); /** * @property {Phaser.Point} bottomRight - A Point containing the bottom right coordinate of the Sprite. Takes rotation and scale into account. */ this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height); /** * @property {Phaser.Point} bottomLeft - A Point containing the bottom left coordinate of the Sprite. Takes rotation and scale into account. */ this.bottomLeft = new Phaser.Point(x, y + this._cache.height); /** * This Rectangle object fully encompasses the Sprite and is updated in real-time. * The bounds is the full bounding area after rotation and scale have been taken into account. It should not be modified directly. * It's used for Camera culling and physics body alignment. * @property {Phaser.Rectangle} bounds */ this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height); /** * @property {Phaser.Physics.Arcade.Body} body - By default Sprites have a Phaser.Physics Body attached to them. You can operate physics actions via this property, or null it to skip all physics updates. */ this.body = new Phaser.Physics.Arcade.Body(this); /** * @property {number} health - Health value. Used in combination with damage() to allow for quick killing of Sprites. */ this.health = 1; /** * @property {boolean} inWorld - This value is set to true if the Sprite is positioned within the World, otherwise false. */ this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds); /** * @property {number} inWorldThreshold - A threshold value applied to the inWorld check. If you don't want a Sprite to be considered "out of the world" until at least 100px away for example then set it to 100. * @default */ this.inWorldThreshold = 0; /** * @property {boolean} outOfBoundsKill - If true the Sprite is killed as soon as Sprite.inWorld is false. * @default */ this.outOfBoundsKill = false; /** * @property {boolean} _outOfBoundsFired - Internal flag. * @private * @default */ this._outOfBoundsFired = false; /** * A Sprite that is fixed to the camera ignores the position of any ancestors in the display list and uses its x/y coordinates as offsets from the top left of the camera. * @property {boolean} fixedToCamera - Fixes this Sprite to the Camera. * @default */ this.fixedToCamera = false; /** * @property {Phaser.Point} cameraOffset - If this Sprite is fixed to the camera then use this Point to specify how far away from the Camera x/y it's rendered. */ this.cameraOffset = new Phaser.Point(x, y); /** * You can crop the Sprites texture by modifying the crop properties. For example crop.width = 50 would set the Sprite to only render 50px wide. * The crop is only applied if you have set Sprite.cropEnabled to true. * @property {Phaser.Rectangle} crop - The crop Rectangle applied to the Sprite texture before rendering. * @default */ this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height); /** * @property {boolean} cropEnabled - If true the Sprite.crop property is used to crop the texture before render. Set to false to disable. * @default */ this.cropEnabled = false; /** * @property {boolean} debug - Handy flag to use with Game.enableStep * @default */ this.debug = false; this.updateCache(); this.updateBounds(); /** * @property {PIXI.Point} pivot - The pivot point of the displayObject that it rotates around. */ }; // Needed to keep the PIXI.Sprite constructor in the prototype chain (as the core pixi renderer uses an instanceof check sadly) Phaser.Sprite.prototype = Object.create(PIXI.Sprite.prototype); Phaser.Sprite.prototype.constructor = Phaser.Sprite; /** * Automatically called by World.preUpdate. Handles cache updates, lifespan checks, animation updates and physics updates. * * @method Phaser.Sprite#preUpdate * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.preUpdate = function() { if (this._cache.fresh) { this.world.setTo(this.parent.position.x + this.x, this.parent.position.y + this.y); this.worldTransform[2] = this.world.x; this.worldTransform[5] = this.world.y; this._cache.fresh = false; if (this.body) { this.body.x = (this.world.x - (this.anchor.x * this.width)) + this.body.offset.x; this.body.y = (this.world.y - (this.anchor.y * this.height)) + this.body.offset.y; this.body.preX = this.body.x; this.body.preY = this.body.y; } return; } if (!this.exists || (this.group && !this.group.exists)) { this.renderOrderID = -1; // Skip children if not exists return false; } if (this.lifespan > 0) { this.lifespan -= this.game.time.elapsed; if (this.lifespan <= 0) { this.kill(); return false; } } this._cache.dirty = false; if (this.visible) { this.renderOrderID = this.game.world.currentRenderOrderID++; } this.updateCache(); this.updateAnimation(); this.updateCrop(); // Re-run the camera visibility check if (this._cache.dirty || this.world.x !== this._cache.prevX || this.world.y !== this._cache.prevY) { this.updateBounds(); } if (this.body) { this.body.preUpdate(); } return true; }; /** * Internal function called by preUpdate. * * @method Phaser.Sprite#updateCache * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.updateCache = function() { this._cache.prevX = this.world.x; this._cache.prevY = this.world.y; if (this.fixedToCamera) { this.x = this.game.camera.view.x + this.cameraOffset.x; this.y = this.game.camera.view.y + this.cameraOffset.y; } this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]); if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10 || this.worldTransform[0] != this._cache.a00 || this.worldTransform[41] != this._cache.a11) { this._cache.a00 = this.worldTransform[0]; // scaleX a |a c tx| this._cache.a01 = this.worldTransform[1]; // skewY c |b d ty| this._cache.a10 = this.worldTransform[3]; // skewX b |0 0 1| this._cache.a11 = this.worldTransform[4]; // scaleY d this._cache.i01 = this.worldTransform[1]; // skewY c (remains non-modified for input checks) this._cache.i10 = this.worldTransform[3]; // skewX b (remains non-modified for input checks) this._cache.scaleX = Math.sqrt((this._cache.a00 * this._cache.a00) + (this._cache.a01 * this._cache.a01)); // round this off a bit? this._cache.scaleY = Math.sqrt((this._cache.a10 * this._cache.a10) + (this._cache.a11 * this._cache.a11)); // round this off a bit? this._cache.a01 *= -1; this._cache.a10 *= -1; this._cache.id = 1 / (this._cache.a00 * this._cache.a11 + this._cache.a01 * -this._cache.a10); this._cache.idi = 1 / (this._cache.a00 * this._cache.a11 + this._cache.i01 * -this._cache.i10); this._cache.dirty = true; } this._cache.a02 = this.worldTransform[2]; // translateX tx this._cache.a12 = this.worldTransform[5]; // translateY ty }; /** * Internal function called by preUpdate. * * @method Phaser.Sprite#updateAnimation * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.updateAnimation = function() { if (this.animations.update() || (this.currentFrame && this.currentFrame.uuid != this._cache.frameID)) { this._cache.frameID = this.currentFrame.uuid; this._cache.frameWidth = this.texture.frame.width; this._cache.frameHeight = this.texture.frame.height; this._cache.width = this.currentFrame.width; this._cache.height = this.currentFrame.height; this._cache.halfWidth = Math.floor(this._cache.width / 2); this._cache.halfHeight = Math.floor(this._cache.height / 2); this._cache.dirty = true; } }; /** * Internal function called by preUpdate. * * @method Phaser.Sprite#updateCrop * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.updateCrop = function() { // This only runs if crop is enabled if (this.cropEnabled && (this.crop.width != this._cache.cropWidth || this.crop.height != this._cache.cropHeight || this.crop.x != this._cache.cropX || this.crop.y != this._cache.cropY)) { this.crop.floorAll(); this._cache.cropX = this.crop.x; this._cache.cropY = this.crop.y; this._cache.cropWidth = this.crop.width; this._cache.cropHeight = this.crop.height; this.texture.frame = this.crop; this.texture.width = this.crop.width; this.texture.height = this.crop.height; this.texture.updateFrame = true; PIXI.Texture.frameUpdates.push(this.texture); } }; /** * Internal function called by preUpdate. * * @method Phaser.Sprite#updateBounds * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.updateBounds = function() { this.offset.setTo(this._cache.a02 - (this.anchor.x * this.width), this._cache.a12 - (this.anchor.y * this.height)); this.getLocalPosition(this.center, this.offset.x + (this.width / 2), this.offset.y + (this.height / 2)); this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y); this.getLocalPosition(this.topRight, this.offset.x + this.width, this.offset.y); this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this.height); this.getLocalPosition(this.bottomRight, this.offset.x + this.width, this.offset.y + this.height); this._cache.left = Phaser.Math.min(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x); this._cache.right = Phaser.Math.max(this.topLeft.x, this.topRight.x, this.bottomLeft.x, this.bottomRight.x); this._cache.top = Phaser.Math.min(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y); this._cache.bottom = Phaser.Math.max(this.topLeft.y, this.topRight.y, this.bottomLeft.y, this.bottomRight.y); this.bounds.setTo(this._cache.left, this._cache.top, this._cache.right - this._cache.left, this._cache.bottom - this._cache.top); this.updateFrame = true; if (this.inWorld === false) { // Sprite WAS out of the screen, is it still? this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold); if (this.inWorld) { // It's back again, reset the OOB check this._outOfBoundsFired = false; } } else { // Sprite WAS in the screen, has it now left? this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds, this.inWorldThreshold); if (this.inWorld === false) { this.events.onOutOfBounds.dispatch(this); this._outOfBoundsFired = true; if (this.outOfBoundsKill) { this.kill(); } } } this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0); if (this.autoCull) { // Won't get rendered but will still get its transform updated this.renderable = this._cache.cameraVisible; } }; /** * Gets the local position of a coordinate relative to the Sprite, factoring in rotation and scale. * Mostly only used internally. * * @method Phaser.Sprite#getLocalPosition * @memberof Phaser.Sprite * @param {Phaser.Point} p - The Point object to store the results in. * @param {number} x - x coordinate within the Sprite to translate. * @param {number} y - y coordinate within the Sprite to translate. * @return {Phaser.Point} The translated point. */ Phaser.Sprite.prototype.getLocalPosition = function(p, x, y) { p.x = ((this._cache.a11 * this._cache.id * x + -this._cache.a01 * this._cache.id * y + (this._cache.a12 * this._cache.a01 - this._cache.a02 * this._cache.a11) * this._cache.id) * this.scale.x) + this._cache.a02; p.y = ((this._cache.a00 * this._cache.id * y + -this._cache.a10 * this._cache.id * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.a10) * this._cache.id) * this.scale.y) + this._cache.a12; return p; }; /** * Gets the local unmodified position of a coordinate relative to the Sprite, factoring in rotation and scale. * Mostly only used internally by the Input Manager, but also useful for custom hit detection. * * @method Phaser.Sprite#getLocalUnmodifiedPosition * @memberof Phaser.Sprite * @param {Phaser.Point} p - The Point object to store the results in. * @param {number} gx - x coordinate within the Sprite to translate. * @param {number} gy - y coordinate within the Sprite to translate. * @return {Phaser.Point} The translated point. */ Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, gx, gy) { p.x = (this._cache.a11 * this._cache.idi * gx + -this._cache.i01 * this._cache.idi * gy + (this._cache.a12 * this._cache.i01 - this._cache.a02 * this._cache.a11) * this._cache.idi) + (this.anchor.x * this._cache.width); p.y = (this._cache.a00 * this._cache.idi * gy + -this._cache.i10 * this._cache.idi * gx + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.i10) * this._cache.idi) + (this.anchor.y * this._cache.height); return p; }; /** * Resets the Sprite.crop value back to the frame dimensions. * * @method Phaser.Sprite#resetCrop * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.resetCrop = function() { this.crop = new Phaser.Rectangle(0, 0, this._cache.width, this._cache.height); this.texture.setFrame(this.crop); this.cropEnabled = false; }; /** * Internal function called by the World postUpdate cycle. * * @method Phaser.Sprite#postUpdate * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.postUpdate = function() { if (this.key instanceof Phaser.BitmapData && this.key._dirty) { this.key.render(); } if (this.exists) { if (this.body) { this.body.postUpdate(); } if (this.fixedToCamera) { this._cache.x = this.game.camera.view.x + this.cameraOffset.x; this._cache.y = this.game.camera.view.y + this.cameraOffset.y; } else { this._cache.x = this.x; this._cache.y = this.y; } this.position.x = this._cache.x; this.position.y = this._cache.y; } }; /** * Changes the Texture the Sprite 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.Sprite#loadTexture * @memberof Phaser.Sprite * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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 Sprite 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.Sprite.prototype.loadTexture = function (key, frame) { this.key = key; if (key instanceof Phaser.RenderTexture) { this.currentFrame = this.game.cache.getTextureFrame(key.name); } else if (key instanceof Phaser.BitmapData) { this.setTexture(key.texture); this.currentFrame = key.textureFrame; } else if (key instanceof PIXI.Texture) { this.currentFrame = frame; } else { if (typeof key === 'undefined' || this.game.cache.checkImageKey(key) === false) { key = '__default'; this.key = key; } if (this.game.cache.isSpriteSheet(key)) { this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (typeof frame !== 'undefined') { if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } } else { this.currentFrame = this.game.cache.getFrame(key); this.setTexture(PIXI.TextureCache[key]); } } }; /** * Moves the sprite so its center is located on the given x and y coordinates. * Doesn't change the anchor point of the sprite. * * @method Phaser.Sprite#centerOn * @memberof Phaser.Sprite * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.centerOn = function(x, y) { if (this.fixedToCamera) { this.cameraOffset.x = x + (this.cameraOffset.x - this.center.x); this.cameraOffset.y = y + (this.cameraOffset.y - this.center.y); } else { this.x = x + (this.x - this.center.x); this.y = y + (this.y - this.center.y); } return this; }; /** * Brings a 'dead' Sprite back to life, optionally giving it the health value specified. * A resurrected Sprite has its alive, exists and visible properties all set to true. * It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal. * * @method Phaser.Sprite#revive * @memberof Phaser.Sprite * @param {number} [health=1] - The health to give the Sprite. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.revive = function(health) { if (typeof health === 'undefined') { health = 1; } this.alive = true; this.exists = true; this.visible = true; this.health = health; if (this.events) { this.events.onRevived.dispatch(this); } return this; }; /** * Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false. * It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal. * Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory. * If you don't need this Sprite any more you should call Sprite.destroy instead. * * @method Phaser.Sprite#kill * @memberof Phaser.Sprite * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; if (this.events) { this.events.onKilled.dispatch(this); } return this; }; /** * Destroys the Sprite. 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.Sprite#destroy * @memberof Phaser.Sprite */ Phaser.Sprite.prototype.destroy = function() { if (this.filters) { this.filters = null; } if (this.group) { this.group.remove(this); } if (this.input) { this.input.destroy(); } if (this.events) { this.events.destroy(); } if (this.animations) { this.animations.destroy(); } if (this.body) { this.body.destroy(); } this.alive = false; this.exists = false; this.visible = false; this.game = null; }; /** * Damages the Sprite, this removes the given amount from the Sprites health property. * If health is then taken below zero Sprite.kill is called. * * @method Phaser.Sprite#damage * @memberof Phaser.Sprite * @param {number} amount - The amount to subtract from the Sprite.health value. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.damage = function(amount) { if (this.alive) { this.health -= amount; if (this.health < 0) { this.kill(); } } return this; }; /** * Resets the Sprite. This places the Sprite at the given x/y world coordinates and then * sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state and health values. * If the Sprite has a physics body that too is reset. * * @method Phaser.Sprite#reset * @memberof Phaser.Sprite * @param {number} x - The x coordinate (in world space) to position the Sprite at. * @param {number} y - The y coordinate (in world space) to position the Sprite at. * @param {number} [health=1] - The health to give the Sprite. * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.reset = function(x, y, health) { if (typeof health === 'undefined') { health = 1; } this.x = x; this.y = y; this.world.setTo(x, y); this.position.x = this.x; this.position.y = this.y; this.alive = true; this.exists = true; this.visible = true; this.renderable = true; this._outOfBoundsFired = false; this.health = health; if (this.body) { this.body.reset(false); } return this; }; /** * Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only * bought to the top of that Group, not the entire display list. * * @method Phaser.Sprite#bringToTop * @memberof Phaser.Sprite * @return (Phaser.Sprite) This instance. */ Phaser.Sprite.prototype.bringToTop = function() { if (this.group) { this.group.bringToTop(this); } else { this.game.world.bringToTop(this); } return this; }; /** * Play an animation based on the given key. The animation should previously have been added via sprite.animations.add() * If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself. * * @method Phaser.Sprite#play * @memberof Phaser.Sprite * @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump". * @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used. * @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed. * @return {Phaser.Animation} A reference to playing Animation instance. */ Phaser.Sprite.prototype.play = function (name, frameRate, loop, killOnComplete) { if (this.animations) { return this.animations.play(name, frameRate, loop, killOnComplete); } }; /** * Returns the delta x value. The difference between Sprite.x now and in the previous step. * @name Phaser.Sprite#deltaX * @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, 'deltaX', { get: function() { return this.world.x - this._cache.prevX; } }); /** * Returns the delta x value. The difference between Sprite.y now and in the previous step. * @name Phaser.Sprite#deltaY * @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, 'deltaY', { get: function() { return this.world.y - this._cache.prevY; } }); /** * Indicates the rotation of the Sprite, 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 Sprite.rotation instead. * @name Phaser.Sprite#angle * @property {number} angle - Gets or sets the Sprites angle of rotation in degrees. */ Object.defineProperty(Phaser.Sprite.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)); } }); /** * @name Phaser.Sprite#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ Object.defineProperty(Phaser.Sprite.prototype, "frame", { get: function () { return this.animations.frame; }, set: function (value) { this.animations.frame = value; } }); /** * @name Phaser.Sprite#frameName * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. */ Object.defineProperty(Phaser.Sprite.prototype, "frameName", { get: function () { return this.animations.frameName; }, set: function (value) { this.animations.frameName = value; } }); /** * @name Phaser.Sprite#inCamera * @property {boolean} inCamera - Is this sprite visible to the camera or not? * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", { get: function () { return this._cache.cameraVisible; } }); /** * @name Phaser.Sprite#worldCenterX * @property {number} worldCenterX - The center of the Sprite in world coordinates. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "worldCenterX", { get: function () { return this.game.camera.x + this.center.x; } }); /** * @name Phaser.Sprite#worldCenterY * @property {number} worldCenterY - The center of the Sprite in world coordinates. * @readonly */ Object.defineProperty(Phaser.Sprite.prototype, "worldCenterY", { get: function () { return this.game.camera.y + this.center.y; } }); /** * The width of the sprite in pixels, setting this will actually modify the scale to acheive the value desired. * If you wish to crop the Sprite instead see the Sprite.crop value. * * @name Phaser.Sprite#width * @property {number} width - The width of the Sprite in pixels. */ Object.defineProperty(Phaser.Sprite.prototype, 'width', { get: function() { return this.scale.x * this.currentFrame.width; }, set: function(value) { this.scale.x = value / this.currentFrame.width; this._cache.scaleX = value / this.currentFrame.width; this._width = value; } }); /** * The height of the sprite in pixels, setting this will actually modify the scale to acheive the value desired. * If you wish to crop the Sprite instead see the Sprite.crop value. * * @name Phaser.Sprite#height * @property {number} height - The height of the Sprite in pixels. */ Object.defineProperty(Phaser.Sprite.prototype, 'height', { get: function() { return this.scale.y * this.currentFrame.height; }, set: function(value) { this.scale.y = value / this.currentFrame.height; this._cache.scaleY = value / this.currentFrame.height; this._height = value; } }); /** * By default a Sprite won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is * activated for this Sprite instance and it will then start to process click/touch events and more. * * @name Phaser.Sprite#inputEnabled * @property {boolean} inputEnabled - Set to true to allow this Sprite to receive input events, otherwise false. */ Object.defineProperty(Phaser.Sprite.prototype, "inputEnabled", { get: function () { return (this.input.enabled); }, set: function (value) { if (value) { if (this.input.enabled === false) { this.input.start(); } } else { if (this.input.enabled) { this.input.stop(); } } } });