/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @module Phaser.Sprite */ /** * Create a new Sprite. * @class Phaser.Sprite * @classdesc Description of class. * @constructor * @param {Phaser.Game} game - Current game instance. * @param {Description} x - Description. * @param {Description} y - Description. * @param {string} key - Description. * @param {Description} frame - Description. */ 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 {Description} group - Description. * @default */ this.group = null; /** * @property {string} name - The user defined name given to this Sprite. * @default */ this.name = ''; /** * @property {Description} type - Description. */ this.type = Phaser.SPRITE; /** * @property {number} renderOrderID - Description. * @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 * @default */ this.lifespan = 0; /** * @property {Events} events - The Signals 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 {InputHandler} input - The Input Handler Component. */ this.input = new Phaser.InputHandler(this); /** * @property {Description} key - Description. */ this.key = key; if (key instanceof Phaser.RenderTexture) { PIXI.Sprite.call(this, key); this.currentFrame = this.game.cache.getTextureFrame(key.name); } else { if (key == null || this.game.cache.checkImageKey(key) == false) { key = '__default'; } 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 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 */ this.anchor = new Phaser.Point(); /** * @property {Description} _cropUUID - Description. * @private * @default */ this._cropUUID = null; /** * @property {Description} _cropUUID - Description. * @private * @default */ this._cropRect = null; /** * @property {number} x - Description. */ this.x = x; /** * @property {number} y - Description. */ this.y = y; /** * @property {Description} position - Description. */ this.position.x = x; this.position.y = y; /** * Should this Sprite be automatically culled if out of range of the camera? * A culled sprite has its visible property set to 'false'. * Note that this check doesn't look at this Sprites children, which may still be in camera range. * So you should set autoCull to false if the Sprite will have children likely to still be in camera range. * * @property {boolean} autoCull * @default */ this.autoCull = false; /** * @property {Phaser.Point} scale - Replaces the PIXI.Point with a slightly more flexible one. */ this.scale = new Phaser.Point(1, 1); /** * @property {Phaser.Point} _cache - A mini cache for storing all of the calculated values. * @private */ this._cache = { 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, // 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 current frame details frameID: this.currentFrame.uuid, frameWidth: this.currentFrame.width, frameHeight: this.currentFrame.height, boundsX: 0, boundsY: 0, // If this sprite visible to the camera (regardless of being set to visible or not) cameraVisible: true }; /** * @property {Phaser.Point} offset - Corner point defaults. */ this.offset = new Phaser.Point; /** * @property {Phaser.Point} center - Description. */ this.center = new Phaser.Point(x + Math.floor(this._cache.width / 2), y + Math.floor(this._cache.height / 2)); /** * @property {Phaser.Point} topLeft - Description. */ this.topLeft = new Phaser.Point(x, y); /** * @property {Phaser.Point} topRight - Description. */ this.topRight = new Phaser.Point(x + this._cache.width, y); /** * @property {Phaser.Point} bottomRight - Description. */ this.bottomRight = new Phaser.Point(x + this._cache.width, y + this._cache.height); /** * @property {Phaser.Point} bottomLeft - Description. */ this.bottomLeft = new Phaser.Point(x, y + this._cache.height); /** * @property {Phaser.Rectangle} bounds - Description. */ this.bounds = new Phaser.Rectangle(x, y, this._cache.width, this._cache.height); /** * @property {Phaser.Physics.Arcade.Body} body - Set-up the physics body. */ this.body = new Phaser.Physics.Arcade.Body(this); /** * @property {Description} velocity - Description. */ // this.velocity = this.body.velocity; /** * @property {Description} acceleration - Description. */ // this.acceleration = this.body.acceleration; /** * @property {Description} inWorld - World bounds check. */ this.inWorld = Phaser.Rectangle.intersects(this.bounds, this.game.world.bounds); /** * @property {number} inWorldThreshold - World bounds check. * @default */ this.inWorldThreshold = 0; /** * @property {boolean} _outOfBoundsFired - Description. * @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; }; // 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. You can create your own update in Objects that extend Phaser.Sprite. * @method Phaser.Sprite.prototype.preUpdate */ Phaser.Sprite.prototype.preUpdate = function() { if (!this.exists) { this.renderOrderID = -1; return; } if (this.lifespan > 0) { this.lifespan -= this.game.time.elapsed; if (this.lifespan <= 0) { this.kill(); return; } } this._cache.dirty = false; if (this.animations.update()) { this._cache.dirty = true; } if (this.visible) { this.renderOrderID = this.game.world.currentRenderOrderID++; } this.prevX = this.x; this.prevY = this.y; this.updateCache(); // Re-run the camera visibility check if (this._cache.dirty) { this._cache.cameraVisible = Phaser.Rectangle.intersects(this.game.world.camera.screenView, this.bounds, 0); if (this.autoCull == true) { // Won't get rendered but will still get its transform updated this.renderable = this._cache.cameraVisible; } // Update our physics bounds if (this.body) { this.body.updateBounds(this.center.x, this.center.y, this._cache.scaleX, this._cache.scaleY); } } if (this.body) { this.body.preUpdate(); } } Phaser.Sprite.prototype.updateCache = function() { // |a c tx| // |b d ty| // |0 0 1| if (this.worldTransform[1] != this._cache.i01 || this.worldTransform[3] != this._cache.i10) { this._cache.a00 = this.worldTransform[0]; // scaleX a this._cache.a01 = this.worldTransform[1]; // skewY c this._cache.a10 = this.worldTransform[3]; // skewX b 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.dirty = true; } if (this.worldTransform[2] != this._cache.a02 || this.worldTransform[5] != this._cache.a12) { this._cache.a02 = this.worldTransform[2]; // translateX tx this._cache.a12 = this.worldTransform[5]; // translateY ty this._cache.dirty = true; } // Frame updated? if (this.currentFrame && this.currentFrame.uuid != this._cache.frameID) { this._cache.frameWidth = this.texture.frame.width; this._cache.frameHeight = this.texture.frame.height; this._cache.frameID = this.currentFrame.uuid; this._cache.dirty = true; } if (this._cache.dirty && this.currentFrame) { this._cache.width = Math.floor(this.currentFrame.sourceSizeW * this._cache.scaleX); this._cache.height = Math.floor(this.currentFrame.sourceSizeH * this._cache.scaleY); this._cache.halfWidth = Math.floor(this._cache.width / 2); this._cache.halfHeight = Math.floor(this._cache.height / 2); 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.updateBounds(); } } Phaser.Sprite.prototype.postUpdate = function() { if (this.exists) { // The sprite is positioned in this call, after taking into consideration motion updates and collision if (this.body) { this.body.postUpdate(); } if (this.fixedToCamera) { this._cache.x = this.game.camera.view.x + this.x; this._cache.y = this.game.camera.view.y + this.y; } else { this._cache.x = this.x; this._cache.y = this.y; } if (this.position.x != this._cache.x || this.position.y != this._cache.y) { this.position.x = this._cache.x; this.position.y = this._cache.y; } } } Phaser.Sprite.prototype.deltaAbsX = function () { return (this.deltaX() > 0 ? this.deltaX() : -this.deltaX()); } Phaser.Sprite.prototype.deltaAbsY = function () { return (this.deltaY() > 0 ? this.deltaY() : -this.deltaY()); } Phaser.Sprite.prototype.deltaX = function () { return this.x - this.prevX; } Phaser.Sprite.prototype.deltaY = function () { return this.y - this.prevY; } /** * Moves the sprite so its center is located on the given x and y coordinates. * Doesn't change the origin of the sprite. * * @method Phaser.Sprite.prototype.centerOn * @param {number} x - Description. * @param {number} y - Description. */ Phaser.Sprite.prototype.centerOn = function(x, y) { this.x = x + (this.x - this.center.x); this.y = y + (this.y - this.center.y); } /** * Description. * * @method Phaser.Sprite.prototype.revive */ Phaser.Sprite.prototype.revive = function() { this.alive = true; this.exists = true; this.visible = true; this.events.onRevived.dispatch(this); } /** * Description. * * @method Phaser.Sprite.prototype.kill */ Phaser.Sprite.prototype.kill = function() { this.alive = false; this.exists = false; this.visible = false; this.events.onKilled.dispatch(this); } /** * Description. * * @method Phaser.Sprite.prototype.reset */ Phaser.Sprite.prototype.reset = function(x, y) { this.x = x; this.y = y; this.position.x = this.x; this.position.y = this.y; this.alive = true; this.exists = true; this.visible = true; this._outOfBoundsFired = false; this.body.reset(); } /** * Description. * * @method Phaser.Sprite.prototype.updateBounds */ Phaser.Sprite.prototype.updateBounds = function() { // Update the edge points this.offset.setTo(this._cache.a02 - (this.anchor.x * this._cache.width), this._cache.a12 - (this.anchor.y * this._cache.height)); this.getLocalPosition(this.center, this.offset.x + this._cache.halfWidth, this.offset.y + this._cache.halfHeight); this.getLocalPosition(this.topLeft, this.offset.x, this.offset.y); this.getLocalPosition(this.topRight, this.offset.x + this._cache.width, this.offset.y); this.getLocalPosition(this.bottomLeft, this.offset.x, this.offset.y + this._cache.height); this.getLocalPosition(this.bottomRight, this.offset.x + this._cache.width, this.offset.y + this._cache.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 is the coordinate the Sprite was at when the last bounds was created this._cache.boundsX = this._cache.x; this._cache.boundsY = this._cache.y; 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; } } } /** * Description. * * @method Phaser.Sprite.prototype.getLocalPosition * @param {Description} p - Description. * @param {number} x - Description. * @param {number} y - Description. * @return {Description} Description. */ 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._cache.scaleX) + 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._cache.scaleY) + this._cache.a12; return p; } /** * Description. * * @method Phaser.Sprite.prototype.getLocalUnmodifiedPosition * @param {Description} p - Description. * @param {number} x - Description. * @param {number} y - Description. * @return {Description} Description. */ Phaser.Sprite.prototype.getLocalUnmodifiedPosition = function(p, x, y) { p.x = this._cache.a11 * this._cache.idi * x + -this._cache.i01 * this._cache.idi * y + (this._cache.a12 * this._cache.i01 - this._cache.a02 * this._cache.a11) * this._cache.idi; p.y = this._cache.a00 * this._cache.idi * y + -this._cache.i10 * this._cache.idi * x + (-this._cache.a12 * this._cache.a00 + this._cache.a02 * this._cache.i10) * this._cache.idi; return p; } /** * Description. * * @method Phaser.Sprite.prototype.bringToTop */ Phaser.Sprite.prototype.bringToTop = function() { if (this.group) { this.group.bringToTop(this); } else { this.game.world.bringToTop(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 play * @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=null] Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used. * @return {Phaser.Animation} A reference to playing Animation instance. */ Phaser.Sprite.prototype.play = function (name, frameRate, loop) { if (this.animations) { this.animations.play(name, frameRate, loop); } } /** * 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)); } }); /** * Get the animation frame number. * @returns {Description} *//** * Set the animation frame by frame number. * @param {Description} value - Description */ Object.defineProperty(Phaser.Sprite.prototype, "frame", { get: function () { return this.animations.frame; }, set: function (value) { this.animations.frame = value; } }); /** * Get the animation frame name. * @returns {Description} *//** * Set the animation frame by frame name. * @param {Description} value - Description */ Object.defineProperty(Phaser.Sprite.prototype, "frameName", { get: function () { return this.animations.frameName; }, set: function (value) { this.animations.frameName = value; } }); /** * Is this sprite visible to the camera or not? * @returns {boolean} */ Object.defineProperty(Phaser.Sprite.prototype, "inCamera", { get: function () { return this._cache.cameraVisible; } }); /** * Get the input enabled state of this Sprite. * @returns {Description} *//** * Set the ability for this sprite to receive input events. * @param {Description} value - Description */ Object.defineProperty(Phaser.Sprite.prototype, "crop", { get: function () { return this._cropRect; }, set: function (value) { if (value instanceof Phaser.Rectangle) { if (this._cropUUID == null) { this._cropUUID = this.game.rnd.uuid(); PIXI.TextureCache[this._cropUUID] = new PIXI.Texture(PIXI.BaseTextureCache[this.key], { x: Math.floor(value.x), y: Math.floor(value.y), width: Math.floor(value.width), height: Math.floor(value.height) }); } else { PIXI.TextureCache[this._cropUUID].frame = value; } this._cropRect = value; this.setTexture(PIXI.TextureCache[this._cropUUID]); } } }); /** * Get the input enabled state of this Sprite. * @returns {Description} *//** * Set the ability for this sprite to receive input events. * @param {Description} value - Description */ 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(); } } } });