/** * @author Richard Davey * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so. * Please note that TileSprites have no input handler or physics bodies. * * @class Phaser.TileSprite * @constructor * @param {Phaser.Game} game - A reference to the currently running game. * @param {number} x - The x coordinate (in world space) to position the TileSprite at. * @param {number} y - The y coordinate (in world space) to position the TileSprite at. * @param {number} width - The width of the TileSprite. * @param {number} height - The height of the TileSprite. * @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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.TileSprite = function (game, x, y, width, height, key, frame) { x = x || 0; y = y || 0; width = width || 256; height = height || 256; key = key || null; frame = frame || null; /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = game; /** * @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.TILESPRITE; /** * @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 {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 {number} _frame - Internal cache var. * @private */ this._frame = 0; /** * @property {string} _frameName - Internal cache var. * @private */ this._frameName = ''; /** * @property {Phaser.Point} _scroll - Internal cache var. * @private */ this._scroll = new Phaser.Point(); PIXI.TilingSprite.call(this, PIXI.TextureCache['__default'], width, height); this.loadTexture(key, frame); this.position.set(x, 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); }; Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype); Phaser.TileSprite.prototype.constructor = Phaser.TileSprite; /** * Automatically called by World.preUpdate. * * @method Phaser.TileSprite#preUpdate * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.preUpdate = function() { this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]); this.animations.update(); if (this._scroll.x !== 0) { this.tilePosition.x += Math.floor(this._scroll.x * this.game.time.physicsElapsed); } if (this._scroll.y !== 0) { this.tilePosition.y += Math.floor(this._scroll.y * this.game.time.physicsElapsed); } return true; } /** * Override and use this function in your own custom objects to handle any update requirements you may have. * * @method Phaser.TileSprite#update * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.update = function() { } /** * Internal function called by the World postUpdate cycle. * * @method Phaser.TileSprite#postUpdate * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.postUpdate = function() { if (this.fixedToCamera) { this.position.x = this.game.camera.view.x + this.x; this.position.y = this.game.camera.view.y + this.y; } } /** * Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll(). * The scroll speed is specified in pixels per second. * A negative x value will scroll to the left. A positive x value will scroll to the right. * A negative y value will scroll up. A positive y value will scroll down. * * @method Phaser.TileSprite#autoScroll * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.autoScroll = function(x, y) { this._scroll.set(x, y); } /** * Stops an automatically scrolling TileSprite. * * @method Phaser.TileSprite#stopScroll * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.stopScroll = function() { this._scroll.set(0, 0); } /** * Changes the Texture the TileSprite 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.TileSprite#loadTexture * @memberof Phaser.TileSprite * @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.TileSprite.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); this.animations.loadFrameData(this.game.cache.getFrameData(key)); if (typeof frame === 'string') { this.frameName = frame; } else { this.frame = frame; } } else { this.key = key; this.setTexture(PIXI.TextureCache[key]); return; } } } /** * Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present * and nulls its reference to game, freeing it up for garbage collection. * * @method Phaser.TileSprite#destroy * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.destroy = function() { if (this.filters) { this.filters = null; } if (this.parent) { this.parent.remove(this); } this.animations.destroy(); this.events.destroy(); this.exists = false; this.visible = false; this.game = null; } /** * 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.TileSprite#play * @memberof Phaser.TileSprite * @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.TileSprite.prototype.play = function (name, frameRate, loop, killOnComplete) { return this.animations.play(name, frameRate, loop, killOnComplete); } /** * 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. Working in radians is also a little faster as it doesn't have to convert the angle. * * @name Phaser.TileSprite#angle * @property {number} angle - The angle of this Sprite in degrees. */ Object.defineProperty(Phaser.TileSprite.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.TileSprite#frame * @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display. */ Object.defineProperty(Phaser.TileSprite.prototype, "frame", { get: function () { return this.animations.frame; }, set: function (value) { if (value !== this.animations.frame) { this.animations.frame = value; } } }); /** * @name Phaser.TileSprite#frameName * @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display. */ Object.defineProperty(Phaser.TileSprite.prototype, "frameName", { get: function () { return this.animations.frameName; }, set: function (value) { if (value !== this.animations.frameName) { this.animations.frameName = value; } } });