mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 19:43:28 +00:00
307 lines
8.3 KiB
JavaScript
307 lines
8.3 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BlendModes = require('../../renderer/BlendModes');
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var Circle = require('../../geom/circle/Circle');
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var CircleContains = require('../../geom/circle/Contains');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var GameObject = require('../GameObject');
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var Rectangle = require('../../geom/rectangle/Rectangle');
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var RectangleContains = require('../../geom/rectangle/Contains');
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/**
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* @classdesc
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* A Zone Game Object.
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*
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* A Zone is a non-rendering rectangular Game Object that has a position and size.
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* It has no texture and never displays, but does live on the display list and
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* can be moved, scaled and rotated like any other Game Object.
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*
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* Its primary use is for creating Drop Zones and Input Hit Areas and it has a couple of helper methods
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* specifically for this. It is also useful for object overlap checks, or as a base for your own
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* non-displaying Game Objects.
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* The default origin is 0.5, the center of the Zone, the same as with Game Objects.
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*
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* @class Zone
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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.Depth
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.ScrollFactor
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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.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {number} [width=1] - The width of the Game Object.
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* @param {number} [height=1] - The height of the Game Object.
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*/
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var Zone = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Depth,
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Components.GetBounds,
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Components.Origin,
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Components.Transform,
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Components.ScrollFactor,
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Components.Visible
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],
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initialize:
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function Zone (scene, x, y, width, height)
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{
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if (width === undefined) { width = 1; }
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if (height === undefined) { height = width; }
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GameObject.call(this, scene, 'Zone');
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this.setPosition(x, y);
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/**
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* The native (un-scaled) width of this Game Object.
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*
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* @name Phaser.GameObjects.Zone#width
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* @type {number}
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* @since 3.0.0
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*/
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this.width = width;
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/**
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* The native (un-scaled) height of this Game Object.
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*
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* @name Phaser.GameObjects.Zone#height
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* @type {number}
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* @since 3.0.0
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*/
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this.height = height;
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/**
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* The Blend Mode of the Game Object.
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* Although a Zone never renders, it still has a blend mode to allow it to fit seamlessly into
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* display lists without causing a batch flush.
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*
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* @name Phaser.GameObjects.Zone#blendMode
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* @type {number}
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* @since 3.0.0
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*/
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this.blendMode = BlendModes.NORMAL;
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this.updateDisplayOrigin();
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},
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/**
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* The displayed width of this Game Object.
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* This value takes into account the scale factor.
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*
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* @name Phaser.GameObjects.Zone#displayWidth
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* @type {number}
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* @since 3.0.0
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*/
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displayWidth: {
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get: function ()
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{
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return this.scaleX * this.width;
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},
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set: function (value)
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{
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this.scaleX = value / this.width;
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}
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},
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/**
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* The displayed height of this Game Object.
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* This value takes into account the scale factor.
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*
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* @name Phaser.GameObjects.Zone#displayHeight
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* @type {number}
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* @since 3.0.0
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*/
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displayHeight: {
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get: function ()
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{
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return this.scaleY * this.height;
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},
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set: function (value)
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{
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this.scaleY = value / this.height;
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}
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},
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/**
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* Sets the size of this Game Object.
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*
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* @method Phaser.GameObjects.Zone#setSize
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* @since 3.0.0
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*
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* @param {number} width - The width of this Game Object.
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* @param {number} height - The height of this Game Object.
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* @param {boolean} [resizeInput=true] - If this Zone has a Rectangle for a hit area this argument will resize the hit area as well.
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*
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* @return {this} This Game Object.
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*/
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setSize: function (width, height, resizeInput)
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{
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if (resizeInput === undefined) { resizeInput = true; }
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this.width = width;
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this.height = height;
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this.updateDisplayOrigin();
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var input = this.input;
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if (resizeInput && input && !input.customHitArea)
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{
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input.hitArea.width = width;
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input.hitArea.height = height;
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}
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return this;
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},
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/**
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* Sets the display size of this Game Object.
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* Calling this will adjust the scale.
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*
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* @method Phaser.GameObjects.Zone#setDisplaySize
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* @since 3.0.0
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*
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* @param {number} width - The width of this Game Object.
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* @param {number} height - The height of this Game Object.
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*
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* @return {this} This Game Object.
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*/
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setDisplaySize: function (width, height)
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{
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this.displayWidth = width;
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this.displayHeight = height;
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return this;
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},
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/**
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* Sets this Zone to be a Circular Drop Zone.
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* The circle is centered on this Zones `x` and `y` coordinates.
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*
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* @method Phaser.GameObjects.Zone#setCircleDropZone
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* @since 3.0.0
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*
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* @param {number} radius - The radius of the Circle that will form the Drop Zone.
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*
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* @return {this} This Game Object.
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*/
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setCircleDropZone: function (radius)
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{
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return this.setDropZone(new Circle(0, 0, radius), CircleContains);
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},
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/**
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* Sets this Zone to be a Rectangle Drop Zone.
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* The rectangle is centered on this Zones `x` and `y` coordinates.
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*
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* @method Phaser.GameObjects.Zone#setRectangleDropZone
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* @since 3.0.0
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*
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* @param {number} width - The width of the rectangle drop zone.
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* @param {number} height - The height of the rectangle drop zone.
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*
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* @return {this} This Game Object.
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*/
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setRectangleDropZone: function (width, height)
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{
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return this.setDropZone(new Rectangle(0, 0, width, height), RectangleContains);
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},
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/**
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* Allows you to define your own Geometry shape to be used as a Drop Zone.
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*
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* @method Phaser.GameObjects.Zone#setDropZone
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* @since 3.0.0
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*
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* @param {object} hitArea - A Geometry shape instance, such as Phaser.Geom.Ellipse, or your own custom shape.
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* @param {Phaser.Types.Input.HitAreaCallback} hitAreaCallback - A function that will return `true` if the given x/y coords it is sent are within the shape.
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*
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* @return {this} This Game Object.
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*/
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setDropZone: function (hitArea, hitAreaCallback)
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{
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if (hitArea === undefined)
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{
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this.setRectangleDropZone(this.width, this.height);
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}
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else if (!this.input)
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{
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this.setInteractive(hitArea, hitAreaCallback, true);
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}
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return this;
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},
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/**
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* A NOOP method so you can pass a Zone to a Container.
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* Calling this method will do nothing. It is intentionally empty.
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*
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* @method Phaser.GameObjects.Zone#setAlpha
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* @private
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* @since 3.11.0
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*/
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setAlpha: function ()
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{
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},
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/**
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* A NOOP method so you can pass a Zone to a Container in Canvas.
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* Calling this method will do nothing. It is intentionally empty.
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*
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* @method Phaser.GameObjects.Zone#setBlendMode
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* @private
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* @since 3.16.2
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*/
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setBlendMode: function ()
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{
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},
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/**
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* A Zone does not render.
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*
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* @method Phaser.GameObjects.Zone#renderCanvas
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* @private
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* @since 3.0.0
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*/
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renderCanvas: function ()
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{
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},
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/**
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* A Zone does not render.
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*
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* @method Phaser.GameObjects.Zone#renderWebGL
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* @private
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* @since 3.0.0
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*/
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renderWebGL: function ()
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{
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}
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});
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module.exports = Zone;
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