mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
542 lines
16 KiB
JavaScript
542 lines
16 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2016 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, etc 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.GameObject.TileSprite
|
|
* @constructor
|
|
* @extends PIXI.Sprite
|
|
* @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=0] - The x coordinate (in world space) to position the TileSprite at.
|
|
* @param {number} [y=0] - The y coordinate (in world space) to position the TileSprite at.
|
|
* @param {number} [width=256] - The width of the TileSprite.
|
|
* @param {number} [height=256] - The height of the TileSprite.
|
|
* @param {string|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 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.GameObject.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;
|
|
|
|
var def = game.cache.getImage('__default', true);
|
|
|
|
PIXI.Sprite.call(this, new PIXI.Texture(def.base), width, height);
|
|
|
|
/**
|
|
* @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();
|
|
|
|
/**
|
|
* @property {Phaser.Point} tileScale - The scale applied to the image being tiled.
|
|
*/
|
|
this.tileScale = new Phaser.Point(1, 1);
|
|
|
|
/**
|
|
* @property {Phaser.Point} tileScaleOffset - The scale offset applied to the image being tiled.
|
|
*/
|
|
this.tileScaleOffset = new Phaser.Point(1, 1);
|
|
|
|
/**
|
|
* @property {Phaser.Point} tilePosition - The offset position of the image being tiled.
|
|
*/
|
|
this.tilePosition = new Phaser.Point();
|
|
|
|
/**
|
|
* If enabled a green rectangle will be drawn behind the generated tiling texture,
|
|
* allowing you to visually debug the texture being used.
|
|
*
|
|
* @property {boolean} textureDebug
|
|
*/
|
|
this.textureDebug = false;
|
|
|
|
/**
|
|
* The CanvasBuffer object that the tiled texture is drawn to.
|
|
*
|
|
* @property {PIXI.CanvasBuffer} canvasBuffer
|
|
*/
|
|
this.canvasBuffer = null;
|
|
|
|
/**
|
|
* An internal Texture object that holds the tiling texture that was generated from TilingSprite.texture.
|
|
*
|
|
* @property {PIXI.Texture} tilingTexture
|
|
*/
|
|
this.tilingTexture = null;
|
|
|
|
/**
|
|
* The Context fill pattern that is used to draw the TilingSprite in Canvas mode only (will be null in WebGL).
|
|
*
|
|
* @property {object} tilePattern
|
|
*/
|
|
this.tilePattern = null;
|
|
|
|
/**
|
|
* If true the TileSprite will run `generateTexture` on its **next** render pass.
|
|
* This is set by the likes of Phaser.LoadTexture.setFrame.
|
|
*
|
|
* @property {boolean} refreshTexture
|
|
*/
|
|
this.refreshTexture = true;
|
|
|
|
this.frameWidth = 0;
|
|
this.frameHeight = 0;
|
|
|
|
this._width = width;
|
|
this._height = height;
|
|
|
|
Phaser.Component.Core.init.call(this, game, x, y, key, frame);
|
|
|
|
};
|
|
|
|
Phaser.GameObject.TileSprite.prototype = Object.create(PIXI.Sprite.prototype);
|
|
Phaser.GameObject.TileSprite.prototype.constructor = Phaser.GameObject.TileSprite;
|
|
|
|
Phaser.Component.Core.install.call(Phaser.GameObject.TileSprite.prototype, [
|
|
'Angle',
|
|
'Animation',
|
|
'AutoCull',
|
|
'Bounds',
|
|
'BringToTop',
|
|
'Destroy',
|
|
'FixedToCamera',
|
|
'Health',
|
|
'InCamera',
|
|
'InputEnabled',
|
|
'InWorld',
|
|
'LifeSpan',
|
|
'LoadTexture',
|
|
'Overlap',
|
|
'PhysicsBody',
|
|
'Reset',
|
|
'Smoothed'
|
|
]);
|
|
|
|
Phaser.GameObject.TileSprite.prototype.preUpdatePhysics = Phaser.Component.PhysicsBody.preUpdate;
|
|
Phaser.GameObject.TileSprite.prototype.preUpdateLifeSpan = Phaser.Component.LifeSpan.preUpdate;
|
|
Phaser.GameObject.TileSprite.prototype.preUpdateInWorld = Phaser.Component.InWorld.preUpdate;
|
|
Phaser.GameObject.TileSprite.prototype.preUpdateCore = Phaser.Component.Core.preUpdate;
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
*
|
|
* @method Phaser.GameObject.TileSprite#preUpdate
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @return {boolean}
|
|
*/
|
|
Phaser.GameObject.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.GameObject.TileSprite#autoScroll
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @param {number} x - Horizontal scroll speed in pixels per second.
|
|
* @param {number} y - Vertical scroll speed in pixels per second.
|
|
* @return {Phaser.GameObject.TileSprite} This instance.
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.autoScroll = function (x, y) {
|
|
|
|
this._scroll.set(x, y);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Stops an automatically scrolling TileSprite.
|
|
*
|
|
* @method Phaser.GameObject.TileSprite#stopScroll
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @return {Phaser.GameObject.TileSprite} This instance.
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.stopScroll = function () {
|
|
|
|
this._scroll.set(0, 0);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* 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.GameObject.TileSprite#destroy
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.destroy = function (destroyChildren) {
|
|
|
|
Phaser.Component.Destroy.prototype.destroy.call(this, destroyChildren);
|
|
|
|
PIXI.Sprite.prototype.destroy.call(this);
|
|
|
|
if (this.canvasBuffer)
|
|
{
|
|
this.canvasBuffer.destroy();
|
|
this.canvasBuffer = null;
|
|
}
|
|
|
|
this.tileScale = null;
|
|
this.tileScaleOffset = null;
|
|
this.tilePosition = null;
|
|
|
|
if (this.tilingTexture)
|
|
{
|
|
this.tilingTexture.destroy(true);
|
|
this.tilingTexture = null;
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* 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.GameObject.TileSprite#reset
|
|
* @memberof Phaser.GameObject.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.GameObject.TileSprite} This instance.
|
|
*/
|
|
Phaser.GameObject.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;
|
|
|
|
};
|
|
|
|
/**
|
|
* Changes the texture being rendered by this TileSprite.
|
|
* Causes a texture refresh to take place on the next render.
|
|
*
|
|
* @method Phaser.GameObject.TileSprite#setTexture
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @param {PIXI.Texture} texture - The texture to apply to this TileSprite.
|
|
* @return {Phaser.GameObject.TileSprite} This instance.
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.setTexture = function (texture) {
|
|
|
|
if (this.texture !== texture)
|
|
{
|
|
this.texture = texture;
|
|
this.refreshTexture = true;
|
|
this.cachedTint = 0xFFFFFF;
|
|
}
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
/**
|
|
* Override the Sprite method.
|
|
*
|
|
* @private
|
|
* @method Phaser.GameObject.TileSprite#onTextureUpdate
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.onTextureUpdate = function () {
|
|
|
|
// overriding the sprite version of this!
|
|
|
|
};
|
|
|
|
/**
|
|
* Internal method that generates a new tiling texture.
|
|
*
|
|
* @method Phaser.GameObject.TileSprite#generateTilingTexture
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @param {boolean} forcePowerOfTwo - Whether we want to force the texture to be a power of two
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.generateTilingTexture = function (forcePowerOfTwo) {
|
|
|
|
if (!this.texture.baseTexture.hasLoaded)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var texture = this.texture;
|
|
var frame = texture.frame;
|
|
|
|
var targetWidth = this._frame.sourceSizeW || this._frame.width;
|
|
var targetHeight = this._frame.sourceSizeH || this._frame.height;
|
|
|
|
var dx = 0;
|
|
var dy = 0;
|
|
|
|
if (this._frame.trimmed)
|
|
{
|
|
dx = this._frame.spriteSourceSizeX;
|
|
dy = this._frame.spriteSourceSizeY;
|
|
}
|
|
|
|
if (forcePowerOfTwo)
|
|
{
|
|
targetWidth = Phaser.Math.getNextPowerOfTwo(targetWidth);
|
|
targetHeight = Phaser.Math.getNextPowerOfTwo(targetHeight);
|
|
}
|
|
|
|
if (this.canvasBuffer)
|
|
{
|
|
this.canvasBuffer.resize(targetWidth, targetHeight);
|
|
this.tilingTexture.baseTexture.width = targetWidth;
|
|
this.tilingTexture.baseTexture.height = targetHeight;
|
|
this.tilingTexture.needsUpdate = true;
|
|
}
|
|
else
|
|
{
|
|
this.canvasBuffer = new PIXI.CanvasBuffer(targetWidth, targetHeight);
|
|
this.tilingTexture = PIXI.Texture.fromCanvas(this.canvasBuffer.canvas);
|
|
this.tilingTexture.isTiling = true;
|
|
this.tilingTexture.needsUpdate = true;
|
|
}
|
|
|
|
if (this.textureDebug)
|
|
{
|
|
this.canvasBuffer.context.strokeStyle = '#00ff00';
|
|
this.canvasBuffer.context.strokeRect(0, 0, targetWidth, targetHeight);
|
|
}
|
|
|
|
// If a sprite sheet we need this:
|
|
var w = texture.crop.width;
|
|
var h = texture.crop.height;
|
|
|
|
if (w !== targetWidth || h !== targetHeight)
|
|
{
|
|
w = targetWidth;
|
|
h = targetHeight;
|
|
}
|
|
|
|
this.canvasBuffer.context.drawImage(
|
|
texture.baseTexture.source,
|
|
texture.crop.x,
|
|
texture.crop.y,
|
|
texture.crop.width,
|
|
texture.crop.height,
|
|
dx,
|
|
dy,
|
|
w,
|
|
h
|
|
);
|
|
|
|
this.tileScaleOffset.x = frame.width / targetWidth;
|
|
this.tileScaleOffset.y = frame.height / targetHeight;
|
|
|
|
this.refreshTexture = false;
|
|
|
|
this.tilingTexture.baseTexture._powerOf2 = true;
|
|
|
|
};
|
|
|
|
/**
|
|
* Returns the framing rectangle of the Tile Sprite.
|
|
*
|
|
* @method Phaser.GameObject.TileSprite#getBounds
|
|
* @memberof Phaser.GameObject.TileSprite
|
|
* @return {Phaser.Rectangle} The bounds of the Tile Sprite.
|
|
*/
|
|
Phaser.GameObject.TileSprite.prototype.getBounds = function () {
|
|
|
|
var width = this._width;
|
|
var height = this._height;
|
|
|
|
var w0 = width * (1 - this.anchor.x);
|
|
var w1 = width * -this.anchor.x;
|
|
|
|
var h0 = height * (1 - this.anchor.y);
|
|
var h1 = height * -this.anchor.y;
|
|
|
|
var worldTransform = this.worldTransform;
|
|
|
|
var a = worldTransform.a;
|
|
var b = worldTransform.b;
|
|
var c = worldTransform.c;
|
|
var d = worldTransform.d;
|
|
var tx = worldTransform.tx;
|
|
var ty = worldTransform.ty;
|
|
|
|
var x1 = (a * w1) + (c * h1) + tx;
|
|
var y1 = (d * h1) + (b * w1) + ty;
|
|
|
|
var x2 = (a * w0) + (c * h1) + tx;
|
|
var y2 = (d * h1) + (b * w0) + ty;
|
|
|
|
var x3 = (a * w0) + (c * h0) + tx;
|
|
var y3 = (d * h0) + (b * w0) + ty;
|
|
|
|
var x4 = a * w1 + c * h0 + tx;
|
|
var y4 = d * h0 + b * w1 + ty;
|
|
|
|
var maxX = -Infinity;
|
|
var maxY = -Infinity;
|
|
|
|
var minX = Infinity;
|
|
var minY = Infinity;
|
|
|
|
minX = x1 < minX ? x1 : minX;
|
|
minX = x2 < minX ? x2 : minX;
|
|
minX = x3 < minX ? x3 : minX;
|
|
minX = x4 < minX ? x4 : minX;
|
|
|
|
minY = y1 < minY ? y1 : minY;
|
|
minY = y2 < minY ? y2 : minY;
|
|
minY = y3 < minY ? y3 : minY;
|
|
minY = y4 < minY ? y4 : minY;
|
|
|
|
maxX = x1 > maxX ? x1 : maxX;
|
|
maxX = x2 > maxX ? x2 : maxX;
|
|
maxX = x3 > maxX ? x3 : maxX;
|
|
maxX = x4 > maxX ? x4 : maxX;
|
|
|
|
maxY = y1 > maxY ? y1 : maxY;
|
|
maxY = y2 > maxY ? y2 : maxY;
|
|
maxY = y3 > maxY ? y3 : maxY;
|
|
maxY = y4 > maxY ? y4 : maxY;
|
|
|
|
// TODO: This is surely always undefined? As it's not set anywhere in the parent objects
|
|
var bounds = this._bounds;
|
|
|
|
bounds.x = minX;
|
|
bounds.width = maxX - minX;
|
|
|
|
bounds.y = minY;
|
|
bounds.height = maxY - minY;
|
|
|
|
// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
|
|
this._currentBounds = bounds;
|
|
|
|
return bounds;
|
|
|
|
};
|
|
|
|
/**
|
|
* The width of the sprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property width
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'width', {
|
|
|
|
get: function () {
|
|
|
|
return this._width;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._width = value;
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* The height of the TilingSprite, setting this will actually modify the scale to achieve the value set
|
|
*
|
|
* @property height
|
|
* @type Number
|
|
*/
|
|
Object.defineProperty(Phaser.GameObject.TileSprite.prototype, 'height', {
|
|
|
|
get: function () {
|
|
|
|
return this._height;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
this._height = value;
|
|
|
|
}
|
|
|
|
});
|