/// /** * Phaser - Display - Texture * * The Texture being used to render the object (Sprite, Group background, etc). Either Image based on a DynamicTexture. */ module Phaser.Display { export class Texture { /** * Creates a new Texture component * @param parent The object using this Texture to render. * @param key An optional Game.Cache key to load an image from */ constructor(parent) { this.game = parent.game; this.parent = parent; this.canvas = parent.game.stage.canvas; this.context = parent.game.stage.context; this.alpha = 1; this.flippedX = false; this.flippedY = false; this._width = 16; this._height = 16; this.cameraBlacklist = []; this._blacklist = 0; } /** * Camera Blacklist length */ private _blacklist: number; /** * Private _width - use the width getter/setter instead */ private _width: number; /** * Private _height - use the height getter/setter instead */ private _height: number; /** * Reference to Phaser.Game */ public game: Phaser.Game; /** * Reference to the parent object (Sprite, Group, etc) */ public parent; /** * Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite. */ public imageTexture = null; /** * Reference to the DynamicTexture that is used as the texture for the Sprite. * @type {DynamicTexture} */ public dynamicTexture: Phaser.Display.DynamicTexture = null; /** * The load status of the texture image. * @type {bool} */ public loaded: bool = false; /** * An Array of Cameras to which this texture won't render * @type {Array} */ public cameraBlacklist: number[]; /** * Whether the texture background is opaque or not. If set to true the object is filled with * the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but * for some effects it can be handy. * @type {bool} */ public opaque: bool = false; /** * Opacity of the Sprite texture where 1 is opaque (default) and 0 is fully transparent. * @type {number} */ public alpha: number; /** * The Background Color of the Sprite if Texture.opaque is set to true. * Given in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'. * @type {string} */ public backgroundColor: string = 'rgb(255,255,255)'; /** * You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite. * This is useful if you wish to apply an effect like 'lighten'. * If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly. * Set to null to disable. */ public globalCompositeOperation: string = null; /** * A reference to the Canvas this Sprite renders to. * @type {HTMLCanvasElement} */ public canvas: HTMLCanvasElement; /** * A reference to the Canvas Context2D this Sprite renders to. * @type {CanvasRenderingContext2D} */ public context: CanvasRenderingContext2D; /** * The Cache key used for the Image Texture. */ public cacheKey: string; /** * The Texture being used to render the Sprite. Either an Image Texture from the Cache or a DynamicTexture. */ public texture; /** * Controls if the Sprite is rendered rotated or not. * If renderRotation is false then the object can still rotate but it will never be rendered rotated. * @type {bool} */ public renderRotation: bool = true; /** * The direction the animation frame is facing (can be Phaser.Types.RIGHT, LEFT, UP, DOWN). * Very useful when hooking animation to Sprite directions. */ public facing: number; /** * Flip the graphic horizontally (defaults to false) * @type {bool} */ public flippedX: bool = false; /** * Flip the graphic vertically (defaults to false) * @type {bool} */ public flippedY: bool = false; /** * Is the texture a DynamicTexture? * @type {bool} */ public isDynamic: bool = false; /** * The crop rectangle allows you to control which part of the sprite texture is rendered without distorting it. * Set to null to disable, set to a Phaser.Rectangle object to control the region that will be rendered, anything outside the rectangle is ignored. * @type {Phaser.Rectangle} */ public crop: Phaser.Rectangle; /** * Hides an object from this Camera. Hidden objects are not rendered. * * @param object {Camera} The camera this object should ignore. */ public hideFromCamera(camera: Phaser.Camera) { if (this.isHidden(camera) == false) { this.cameraBlacklist.push(camera.ID); this._blacklist++; } } /** * Returns true if this texture is hidden from rendering to the given camera, otherwise false. */ public isHidden(camera: Phaser.Camera): bool { if (this._blacklist && this.cameraBlacklist.indexOf(camera.ID) !== -1) { return true; } return false; } /** * Un-hides an object previously hidden to this Camera. * The object must implement a public cameraBlacklist property. * * @param object {Sprite/Group} The object this camera should display. */ public showToCamera(camera: Phaser.Camera) { if (this.isHidden(camera)) { this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1); this._blacklist--; } } /** * Updates the texture being used to render the Sprite. * Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture. */ public setTo(image = null, dynamic: Phaser.Display.DynamicTexture = null) { if (dynamic) { this.isDynamic = true; this.dynamicTexture = dynamic; this.texture = this.dynamicTexture.canvas; } else { this.isDynamic = false; this.imageTexture = image; this.texture = this.imageTexture; this._width = image.width; this._height = image.height; } this.loaded = true; return this.parent; } /** * Sets a new graphic from the game cache to use as the texture for this Sprite. * The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture. * @param key {string} Key of the graphic you want to load for this sprite. * @param clearAnimations {bool} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this bool * @param updateBody {bool} Update the physics body dimensions to match the newly loaded texture/frame? */ public loadImage(key: string, clearAnimations: bool = true, updateBody: bool = true) { if (clearAnimations && this.parent['animations'] && this.parent['animations'].frameData !== null) { this.parent.animations.destroy(); } if (this.game.cache.getImage(key) !== null) { this.setTo(this.game.cache.getImage(key), null); this.cacheKey = key; if (this.game.cache.isSpriteSheet(key) && this.parent['animations']) { this.parent.animations.loadFrameData(this.parent.game.cache.getFrameData(key)); } else { if (updateBody && this.parent['body']) { this.parent.body.bounds.width = this.width; this.parent.body.bounds.height = this.height; } } } } /** * Load a DynamicTexture as its texture. * @param texture {DynamicTexture} The texture object to be used by this sprite. */ public loadDynamicTexture(texture: DynamicTexture) { if (this.parent.animations.frameData !== null) { this.parent.animations.destroy(); } this.setTo(null, texture); this.parent.texture.width = this.width; this.parent.texture.height = this.height; } public set width(value: number) { this._width = value; } public set height(value: number) { this._height = value; } /** * The width of the texture. If an animation it will be the frame width, not the width of the sprite sheet. * If using a DynamicTexture it will be the width of the dynamic texture itself. * @type {number} */ public get width(): number { if (this.isDynamic) { return this.dynamicTexture.width; } else { return this._width; } } /** * The height of the texture. If an animation it will be the frame height, not the height of the sprite sheet. * If using a DynamicTexture it will be the height of the dynamic texture itself. * @type {number} */ public get height(): number { if (this.isDynamic) { return this.dynamicTexture.height; } else { return this._height; } } } }