/** * @author Richard Davey * @copyright 2015 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 independently of the TileSprite itself. * Textures will automatically wrap and are designed so that you can create game backdrops using seamless textures as a source. * * TileSprites have no input handler or physics bodies by default, both need enabling in the same way as for normal Sprites. * * You shouldn't ever create a TileSprite any larger than your actual screen size. If you want to create a large repeating background * that scrolls across the whole map of your game, then you create a TileSprite that fits the screen size and then use the `tilePosition` * property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will * consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to * adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs. * * An important note about texture dimensions: * * When running under Canvas a TileSprite can use any texture size without issue. When running under WebGL the texture should ideally be * a power of two in size (i.e. 4, 8, 16, 32, 64, 128, 256, 512, etch pixels width by height). If the texture isn't a power of two * it will be rendered to a blank canvas that is the correct size, which means you may have 'blank' areas appearing to the right and * bottom of your frame. To avoid this ensure your textures are perfect powers of two. * * TileSprites support animations in the same way that Sprites do. You add and play animations using the AnimationManager. However * if your game is running under WebGL please note that each frame of the animation must be a power of two in size, or it will receive * additional padding to enforce it to be so. * * @class Phaser.TileSprite * @constructor * @extends PIXI.TilingSprite * @extends Phaser.Component.Core * @extends Phaser.Component.Angle * @extends Phaser.Component.Animation * @extends Phaser.Component.AutoCull * @extends Phaser.Component.Bounds * @extends Phaser.Component.BringToTop * @extends Phaser.Component.Destroy * @extends Phaser.Component.FixedToCamera * @extends Phaser.Component.Health * @extends Phaser.Component.InCamera * @extends Phaser.Component.InputEnabled * @extends Phaser.Component.InWorld * @extends Phaser.Component.LifeSpan * @extends Phaser.Component.LoadTexture * @extends Phaser.Component.Overlap * @extends Phaser.Component.PhysicsBody * @extends Phaser.Component.Reset * @extends Phaser.Component.Smoothed * @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 Phaser Image Cache entry, or an instance of a RenderTexture, PIXI.Texture or BitmapData. * @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 {number} type - The const type of this object. * @readonly */ this.type = Phaser.TILESPRITE; /** * @property {number} physicsType - The const physics body type of this object. * @readonly */ this.physicsType = Phaser.SPRITE; /** * @property {Phaser.Point} _scroll - Internal cache var. * @private */ this._scroll = new Phaser.Point(); var def = game.cache.getImage('__default', true); PIXI.TilingSprite.call(this, new PIXI.Texture(def.base), width, height); Phaser.Component.Core.init.call(this, game, x, y, key, frame); }; Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype); Phaser.TileSprite.prototype.constructor = Phaser.TileSprite; Phaser.Component.Core.install.call(Phaser.TileSprite.prototype, [ 'Angle', 'Animation', 'AutoCull', 'Bounds', 'BringToTop', 'Destroy', 'FixedToCamera', 'Health', 'InCamera', 'InputEnabled', 'InWorld', 'LifeSpan', 'LoadTexture', 'Overlap', 'PhysicsBody', 'Reset', 'Smoothed' ]); Phaser.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate; Phaser.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate; Phaser.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate; Phaser.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate; /** * Automatically called by World.preUpdate. * * @method Phaser.TileSprite#preUpdate * @memberof Phaser.TileSprite */ Phaser.TileSprite.prototype.preUpdate = function() { if (this._scroll.x !== 0) { this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed; } if (this._scroll.y !== 0) { this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed; } if (!this.preUpdatePhysics() || !this.preUpdateLifeSpan() || !this.preUpdateInWorld()) { return false; } return this.preUpdateCore(); }; /** * 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 * @param {number} x - Horizontal scroll speed in pixels per second. * @param {number} y - Vertical scroll speed in pixels per second. */ 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); }; /** * 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 * @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called? */ Phaser.TileSprite.prototype.destroy = function(destroyChildren) { Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren); PIXI.TilingSprite.prototype.destroy.call(this); }; /** * Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then * sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state. * If the TileSprite has a physics body that too is reset. * * @method Phaser.TileSprite#reset * @memberof Phaser.TileSprite * @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.TileSprite) This instance. */ Phaser.TileSprite.prototype.reset = function(x, y) { Phaser.Component.Reset.prototype.reset.call(this, x, y); this.tilePosition.x = 0; this.tilePosition.y = 0; return this; };