mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
295 lines
10 KiB
JavaScript
295 lines
10 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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var BlitterRender = require('./BlitterRender');
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var Bob = require('./Bob');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var Frame = require('../../textures/Frame');
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var GameObject = require('../GameObject');
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var List = require('../../structs/List');
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/**
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* @callback Phaser.GameObjects.Blitter.CreateCallback
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*
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* @param {Phaser.GameObjects.Blitter.Bob} bob - The Bob that was created by the Blitter.
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* @param {integer} index - The position of the Bob within the Blitter display list.
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*/
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/**
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* @classdesc
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* A Blitter Game Object.
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*
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* The Blitter Game Object is a special kind of container that creates, updates and manages Bob objects.
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* Bobs are designed for rendering speed rather than flexibility. They consist of a texture, or frame from a texture,
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* a position and an alpha value. You cannot scale or rotate them. They use a batched drawing method for speed
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* during rendering.
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*
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* A Blitter Game Object has one texture bound to it. Bobs created by the Blitter can use any Frame from this
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* Texture to render with, but they cannot use any other Texture. It is this single texture-bind that allows
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* them their speed.
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*
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* If you have a need to blast a large volume of frames around the screen then Blitter objects are well worth
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* investigating. They are especially useful for using as a base for your own special effects systems.
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*
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* @class Blitter
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* @extends Phaser.GameObjects.GameObject
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* @memberOf Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScaleMode
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. It can only belong to one Scene at any given time.
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* @param {number} [x=0] - The x coordinate of this Game Object in world space.
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* @param {number} [y=0] - The y coordinate of this Game Object in world space.
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* @param {string} [texture='__DEFAULT'] - The key of the texture this Game Object will use for rendering. The Texture must already exist in the Texture Manager.
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* @param {(string|integer)} [frame=0] - The Frame of the Texture that this Game Object will use. Only set if the Texture has multiple frames, such as a Texture Atlas or Sprite Sheet.
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*/
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var Blitter = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.Depth,
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Components.Mask,
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Components.Pipeline,
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Components.ScaleMode,
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Components.ScrollFactor,
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Components.Size,
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Components.Texture,
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Components.Transform,
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Components.Visible,
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BlitterRender
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],
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initialize:
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function Blitter (scene, x, y, texture, frame)
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{
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GameObject.call(this, scene, 'Blitter');
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this.setTexture(texture, frame);
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this.setPosition(x, y);
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this.initPipeline('TextureTintPipeline');
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/**
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* The children of this Blitter.
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* This List contains all of the Bob objects created by the Blitter.
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*
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* @name Phaser.GameObjects.Blitter#children
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* @type {Phaser.Structs.List.<Phaser.GameObjects.Blitter.Bob>}
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* @since 3.0.0
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*/
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this.children = new List();
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/**
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* A transient array that holds all of the Bobs that will be rendered this frame.
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* The array is re-populated whenever the dirty flag is set.
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*
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* @name Phaser.GameObjects.Blitter#renderList
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* @type {Phaser.GameObjects.Blitter.Bob[]}
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* @default []
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* @private
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* @since 3.0.0
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*/
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this.renderList = [];
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/**
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* Is the Blitter considered dirty?
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* A 'dirty' Blitter has had its child count changed since the last frame.
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*
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* @name Phaser.GameObjects.Blitter#dirty
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* @type {boolean}
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* @since 3.0.0
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*/
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this.dirty = false;
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},
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/**
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* Creates a new Bob in this Blitter.
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*
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* The Bob is created at the given coordinates, relative to the Blitter and uses the given frame.
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* A Bob can use any frame belonging to the texture bound to the Blitter.
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*
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* @method Phaser.GameObjects.Blitter#create
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* @since 3.0.0
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*
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* @param {number} x - The x position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {number} y - The y position of the Bob. Bob coordinate are relative to the position of the Blitter object.
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* @param {(string|integer|Phaser.Textures.Frame)} [frame] - The Frame the Bob will use. It _must_ be part of the Texture the parent Blitter object is using.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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* @param {integer} [index] - The position in the Blitters Display List to add the new Bob at. Defaults to the top of the list.
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*
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* @return {Phaser.GameObjects.Blitter.Bob} The newly created Bob object.
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*/
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create: function (x, y, frame, visible, index)
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{
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if (visible === undefined) { visible = true; }
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if (index === undefined) { index = this.children.length; }
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if (frame === undefined)
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{
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frame = this.frame;
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}
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else if (!(frame instanceof Frame))
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{
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frame = this.texture.get(frame);
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}
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var bob = new Bob(this, x, y, frame, visible);
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this.children.addAt(bob, index, false);
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this.dirty = true;
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return bob;
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},
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/**
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* Creates multiple Bob objects within this Blitter and then passes each of them to the specified callback.
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*
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* @method Phaser.GameObjects.Blitter#createFromCallback
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Blitter.CreateCallback} callback - The callback to invoke after creating a bob. It will be sent two arguments: The Bob and the index of the Bob.
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* @param {integer} quantity - The quantity of Bob objects to create.
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* @param {(string|integer|Phaser.Textures.Frame|string[]|integer[]|Phaser.Textures.Frame[])} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
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*/
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createFromCallback: function (callback, quantity, frame, visible)
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{
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var bobs = this.createMultiple(quantity, frame, visible);
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for (var i = 0; i < bobs.length; i++)
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{
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var bob = bobs[i];
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callback.call(this, bob, i);
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}
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return bobs;
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},
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/**
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* Creates multiple Bobs in one call.
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*
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* The amount created is controlled by a combination of the `quantity` argument and the number of frames provided.
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*
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* If the quantity is set to 10 and you provide 2 frames, then 20 Bobs will be created. 10 with the first
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* frame and 10 with the second.
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*
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* @method Phaser.GameObjects.Blitter#createMultiple
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* @since 3.0.0
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*
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* @param {integer} quantity - The quantity of Bob objects to create.
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* @param {(string|integer|Phaser.Textures.Frame|string[]|integer[]|Phaser.Textures.Frame[])} [frame] - The Frame the Bobs will use. It must be part of the Blitter Texture.
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* @param {boolean} [visible=true] - Should the created Bob render or not?
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that were created.
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*/
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createMultiple: function (quantity, frame, visible)
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{
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if (frame === undefined) { frame = this.frame.name; }
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if (visible === undefined) { visible = true; }
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if (!Array.isArray(frame))
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{
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frame = [ frame ];
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}
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var bobs = [];
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var _this = this;
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frame.forEach(function (singleFrame)
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{
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for (var i = 0; i < quantity; i++)
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{
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bobs.push(_this.create(0, 0, singleFrame, visible));
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}
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});
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return bobs;
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},
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/**
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* Checks if the given child can render or not, by checking its `visible` and `alpha` values.
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*
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* @method Phaser.GameObjects.Blitter#childCanRender
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* @since 3.0.0
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*
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* @param {Phaser.GameObjects.Blitter.Bob} child - The Bob to check for rendering.
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*
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* @return {boolean} Returns `true` if the given child can render, otherwise `false`.
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*/
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childCanRender: function (child)
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{
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return (child.visible && child.alpha > 0);
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},
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/**
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* Returns an array of Bobs to be rendered.
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* If the Blitter is dirty then a new list is generated and stored in `renderList`.
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*
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* @method Phaser.GameObjects.Blitter#getRenderList
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* @since 3.0.0
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*
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* @return {Phaser.GameObjects.Blitter.Bob[]} An array of Bob objects that will be rendered this frame.
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*/
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getRenderList: function ()
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{
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if (this.dirty)
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{
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this.renderList = this.children.list.filter(this.childCanRender, this);
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this.dirty = false;
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}
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return this.renderList;
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},
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/**
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* Removes all Bobs from the children List and clears the dirty flag.
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*
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* @method Phaser.GameObjects.Blitter#clear
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* @since 3.0.0
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*/
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clear: function ()
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{
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this.children.removeAll();
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this.dirty = true;
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},
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/**
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* Internal destroy handler, called as part of the destroy process.
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*
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* @method Phaser.GameObjects.Blitter#preDestroy
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* @protected
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* @since 3.9.0
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*/
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preDestroy: function ()
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{
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this.children.destroy();
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this.renderList = [];
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}
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});
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module.exports = Blitter;
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