///
/**
* Phaser - Sprite
*/
var Phaser;
(function (Phaser) {
var Sprite = (function () {
/**
* Create a new Sprite
.
*
* @param game {Phaser.Game} Current game instance.
* @param [x] {number} the initial x position of the sprite.
* @param [y] {number} the initial y position of the sprite.
* @param [key] {string} Key of the graphic you want to load for this sprite.
*/
function Sprite(game, x, y, key, frame) {
if (typeof x === "undefined") { x = 0; }
if (typeof y === "undefined") { y = 0; }
if (typeof key === "undefined") { key = null; }
if (typeof frame === "undefined") { frame = null; }
/**
* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
*/
this.modified = false;
/**
* x value of the object.
*/
this.x = 0;
/**
* y value of the object.
*/
this.y = 0;
/**
* z order value of the object.
*/
this.z = -1;
/**
* Render iteration counter
*/
this.renderOrderID = 0;
this.game = game;
this.type = Phaser.Types.SPRITE;
this.exists = true;
this.active = true;
this.visible = true;
this.alive = true;
this.x = x;
this.y = y;
this.z = -1;
this.group = null;
this.name = '';
this.events = new Phaser.Components.Events(this);
this.animations = new Phaser.Components.AnimationManager(this);
this.input = new Phaser.Components.InputHandler(this);
this.texture = new Phaser.Display.Texture(this);
this.transform = new Phaser.Components.TransformManager(this);
if (key !== null) {
this.texture.loadImage(key, false);
} else {
this.texture.opaque = true;
}
if (frame !== null) {
if (typeof frame == 'string') {
this.frameName = frame;
} else {
this.frame = frame;
}
}
this.worldView = new Phaser.Rectangle(x, y, this.width, this.height);
this.cameraView = new Phaser.Rectangle(x, y, this.width, this.height);
this.transform.setCache();
this.outOfBounds = false;
this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
// Handy proxies
this.scale = this.transform.scale;
this.alpha = this.texture.alpha;
this.origin = this.transform.origin;
this.crop = this.texture.crop;
}
Object.defineProperty(Sprite.prototype, "rotation", {
get: /**
* The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
*/
function () {
return this.transform.rotation;
},
set: /**
* Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
* The value is automatically wrapped to be between 0 and 360.
*/
function (value) {
this.transform.rotation = this.game.math.wrap(value, 360, 0);
if (this.body) {
//this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
}
},
enumerable: true,
configurable: true
});
/**
* Brings this Sprite to the top of its current Group, if set.
*/
Sprite.prototype.bringToTop = function () {
if (this.group) {
this.group.bringToTop(this);
}
};
Object.defineProperty(Sprite.prototype, "alpha", {
get: /**
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
*/
function () {
return this.texture.alpha;
},
set: /**
* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
*/
function (value) {
this.texture.alpha = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sprite.prototype, "frame", {
get: /**
* Get the animation frame number.
*/
function () {
return this.animations.frame;
},
set: /**
* Set the animation frame by frame number.
*/
function (value) {
this.animations.frame = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sprite.prototype, "frameName", {
get: /**
* Get the animation frame name.
*/
function () {
return this.animations.frameName;
},
set: /**
* Set the animation frame by frame name.
*/
function (value) {
this.animations.frameName = value;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sprite.prototype, "width", {
get: function () {
return this.texture.width * this.transform.scale.x;
},
set: function (value) {
this.transform.scale.x = value / this.texture.width;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sprite.prototype, "height", {
get: function () {
return this.texture.height * this.transform.scale.y;
},
set: function (value) {
this.transform.scale.y = value / this.texture.height;
},
enumerable: true,
configurable: true
});
/**
* Pre-update is called right before update() on each object in the game loop.
*/
Sprite.prototype.preUpdate = function () {
this.transform.update();
if (this.transform.scrollFactor.x != 1 && this.transform.scrollFactor.x != 0) {
this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x);
} else {
this.worldView.x = this.x - (this.width * this.transform.origin.x);
}
if (this.transform.scrollFactor.y != 1 && this.transform.scrollFactor.y != 0) {
this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y);
} else {
this.worldView.y = this.y - (this.height * this.transform.origin.y);
}
this.worldView.width = this.width;
this.worldView.height = this.height;
if (this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY)) {
this.modified = true;
}
};
/**
* Override this function to update your sprites position and appearance.
*/
Sprite.prototype.update = function () {
};
/**
* Automatically called after update() by the game loop for all 'alive' objects.
*/
Sprite.prototype.postUpdate = function () {
this.animations.update();
this.checkBounds();
if (this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false) {
this.modified = false;
}
};
Sprite.prototype.checkBounds = function () {
if (Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds)) {
this.outOfBounds = false;
} else {
if (this.outOfBounds == false) {
this.events.onOutOfBounds.dispatch(this);
}
this.outOfBounds = true;
if (this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL) {
this.kill();
} else if (this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY) {
this.destroy();
}
}
};
/**
* Clean up memory.
*/
Sprite.prototype.destroy = function () {
this.input.destroy();
};
/**
* Handy for "killing" game objects.
* Default behavior is to flag them as nonexistent AND dead.
* However, if you want the "corpse" to remain in the game,
* like to animate an effect or whatever, you should override this,
* setting only alive to false, and leaving exists true.
*/
Sprite.prototype.kill = function (removeFromGroup) {
if (typeof removeFromGroup === "undefined") { removeFromGroup = false; }
this.alive = false;
this.exists = false;
if (removeFromGroup && this.group) {
//this.group.remove(this);
}
this.events.onKilled.dispatch(this);
};
/**
* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
* In practice, this is most often called by Object.reset()
.
*/
Sprite.prototype.revive = function () {
this.alive = true;
this.exists = true;
this.events.onRevived.dispatch(this);
};
return Sprite;
})();
Phaser.Sprite = Sprite;
})(Phaser || (Phaser = {}));