mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
443 lines
No EOL
13 KiB
TypeScript
443 lines
No EOL
13 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../math/Vec2.ts" />
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/// <reference path="../geom/Rectangle.ts" />
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/// <reference path="../animation/AnimationManager.ts" />
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/// <reference path="../input/InputHandler.ts" />
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/// <reference path="../display/Texture.ts" />
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/// <reference path="TransformManager.ts" />
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/// <reference path="Events.ts" />
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/// <reference path="../physics/arcade/Body.ts" />
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/**
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* Phaser - Sprite
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*/
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module Phaser {
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export class Sprite implements IGameObject {
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/**
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* Create a new <code>Sprite</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
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* @param [y] {number} the initial y position of the sprite.
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* @param [key] {string} Key of the graphic you want to load for this sprite.
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* @param [bodyType] {number} The physics body type of the object (defaults to BODY_DISABLED, i.e. no physics)
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* @param [shapeType] {number} The physics shape the body will consist of (either Box (0) or Circle (1), for custom types see body.addShape)
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, frame? = null, bodyType?: number = Phaser.Types.BODY_DISABLED, shapeType?:number = 0) {
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this.game = game;
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this.type = Phaser.Types.SPRITE;
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this.exists = true;
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this.active = true;
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this.visible = true;
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this.alive = true;
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this.x = x;
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this.y = y;
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this.z = -1;
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this.group = null;
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this.name = '';
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this.events = new Phaser.Components.Events(this);
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this.animations = new Phaser.Components.AnimationManager(this);
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this.input = new Phaser.Components.InputHandler(this);
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this.texture = new Phaser.Display.Texture(this);
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this.transform = new Phaser.Components.TransformManager(this);
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if (key !== null)
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{
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this.texture.loadImage(key, false);
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}
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else
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{
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this.texture.opaque = true;
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}
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if (frame !== null)
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{
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if (typeof frame == 'string')
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{
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this.frameName = frame;
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}
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else
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{
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this.frame = frame;
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}
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}
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if (bodyType !== Phaser.Types.BODY_DISABLED)
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{
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//this.body = new Phaser.Physics.Body(this, bodyType, 0, 0, shapeType);
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//this.game.physics.addBody(this.body);
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//this.transform.origin.setTo(0.5, 0.5);
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}
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this.worldView = new Rectangle(x, y, this.width, this.height);
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this.cameraView = new Rectangle(x, y, this.width, this.height);
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this.transform.setCache();
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this.outOfBounds = false;
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this.outOfBoundsAction = Phaser.Types.OUT_OF_BOUNDS_PERSIST;
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// Handy proxies
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this.scale = this.transform.scale;
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this.alpha = this.texture.alpha;
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this.origin = this.transform.origin;
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this.crop = this.texture.crop;
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}
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/**
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* Reference to the main game object
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*/
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public game: Game;
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/**
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* The type of game object.
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*/
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public type: number;
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/**
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* The name of game object.
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*/
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public name: string;
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/**
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* The Group this Sprite belongs to.
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*/
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public group: Group;
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/**
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* Controls if both <code>update</code> and render are called by the core game loop.
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*/
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public exists: bool;
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/**
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* Controls if <code>update()</code> is automatically called by the core game loop.
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*/
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public active: bool;
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/**
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* Controls if this Sprite is rendered or skipped during the core game loop.
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*/
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public visible: bool;
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/**
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* A useful state for many game objects. Kill and revive both flip this switch.
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*/
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public alive: bool;
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/**
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* Is the Sprite out of the world bounds or not?
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*/
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public outOfBounds: bool;
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/**
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* The action to be taken when the sprite is fully out of the world bounds
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* Defaults to Phaser.Types.OUT_OF_BOUNDS_PERSIST
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*/
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public outOfBoundsAction: number;
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/**
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* Sprite physics body.
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*/
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public body: Phaser.Physics.Body = null;
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/**
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* The texture used to render the Sprite.
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*/
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public texture: Phaser.Display.Texture;
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/**
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* The Sprite transform component.
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*/
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public transform: Phaser.Components.TransformManager;
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/**
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* The Input component
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*/
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public input: Phaser.Components.InputHandler;
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/**
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* The Events component
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*/
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public events: Phaser.Components.Events;
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/**
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* This manages animations of the sprite. You can modify animations through it. (see AnimationManager)
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* @type AnimationManager
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*/
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public animations: Phaser.Components.AnimationManager;
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/**
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* A Rectangle that defines the size and placement of the Sprite in the game world,
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* after taking into consideration both scrollFactor and scaling.
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*/
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public worldView: Phaser.Rectangle;
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/**
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* A Rectangle that maps to the placement of this sprite with respect to a specific Camera.
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* This value is constantly updated and modified during the internal render pass, it is not meant to be accessed directly.
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*/
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public cameraView: Phaser.Rectangle;
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/**
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* A local tween variable. Used by the TweenManager when setting a tween on this sprite or a property of it.
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*/
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public tween: Phaser.Tween;
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/**
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* A boolean representing if the Sprite has been modified in any way via a scale, rotate, flip or skew.
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*/
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public modified: bool = false;
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/**
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* x value of the object.
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*/
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public x: number = 0;
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/**
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* y value of the object.
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*/
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public y: number = 0;
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/**
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* z order value of the object.
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*/
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public z: number = -1;
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/**
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* Render iteration counter
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*/
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public renderOrderID: number = 0;
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/**
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* The rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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*/
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public get rotation(): number {
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return this.transform.rotation;
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}
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/**
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* Set the rotation of the sprite in degrees. Phaser uses a right-handed coordinate system, where 0 points to the right.
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* The value is automatically wrapped to be between 0 and 360.
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*/
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public set rotation(value: number) {
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this.transform.rotation = this.game.math.wrap(value, 360, 0);
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if (this.body)
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{
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//this.body.angle = this.game.math.degreesToRadians(this.game.math.wrap(value, 360, 0));
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}
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}
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/**
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* Brings this Sprite to the top of its current Group, if set.
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*/
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public bringToTop() {
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if (this.group)
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{
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this.group.bringToTop(this);
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}
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}
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/**
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* The scale of the Sprite. A value of 1 is original scale. 0.5 is half size. 2 is double the size.
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* This is a reference to Sprite.transform.scale
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*/
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public scale: Phaser.Vec2;
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/**
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* The crop rectangle allows you to control which part of the sprite texture is rendered without distorting it.
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* 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.
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* @type {Phaser.Rectangle}
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*/
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public crop: Phaser.Rectangle;
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/**
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* The origin of the Sprite around which rotation and positioning takes place.
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* This is a reference to Sprite.transform.origin
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*/
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public origin: Phaser.Vec2;
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public set alpha(value: number) {
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this.texture.alpha = value;
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}
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/**
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* The alpha of the Sprite between 0 and 1, a value of 1 being fully opaque.
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*/
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public get alpha(): number {
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return this.texture.alpha;
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}
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/**
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* Set the animation frame by frame number.
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*/
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public set frame(value: number) {
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this.animations.frame = value;
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}
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/**
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* Get the animation frame number.
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*/
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public get frame(): number {
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return this.animations.frame;
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}
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/**
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* Set the animation frame by frame name.
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*/
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public set frameName(value: string) {
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this.animations.frameName = value;
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}
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/**
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* Get the animation frame name.
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*/
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public get frameName(): string {
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return this.animations.frameName;
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}
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public set width(value: number) {
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this.transform.scale.x = value / this.texture.width;
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}
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public get width(): number {
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return this.texture.width * this.transform.scale.x;
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}
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public set height(value: number) {
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this.transform.scale.y = value / this.texture.height;
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}
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public get height(): number {
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return this.texture.height * this.transform.scale.y;
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}
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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public preUpdate() {
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this.transform.update();
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this.worldView.x = (this.x * this.transform.scrollFactor.x) - (this.width * this.transform.origin.x);
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this.worldView.y = (this.y * this.transform.scrollFactor.y) - (this.height * this.transform.origin.y);
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this.worldView.width = this.width;
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this.worldView.height = this.height;
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if (this.modified == false && (!this.transform.scale.equals(1) || !this.transform.skew.equals(0) || this.transform.rotation != 0 || this.transform.rotationOffset != 0 || this.texture.flippedX || this.texture.flippedY))
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{
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this.modified = true;
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}
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}
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/**
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* Override this function to update your sprites position and appearance.
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*/
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public update() {
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}
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/**
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* Automatically called after update() by the game loop for all 'alive' objects.
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*/
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public postUpdate() {
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this.animations.update();
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this.checkBounds();
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if (this.modified == true && this.transform.scale.equals(1) && this.transform.skew.equals(0) && this.transform.rotation == 0 && this.transform.rotationOffset == 0 && this.texture.flippedX == false && this.texture.flippedY == false)
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{
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this.modified = false;
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}
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}
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private checkBounds() {
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if (Phaser.RectangleUtils.intersects(this.worldView, this.game.world.bounds))
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{
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this.outOfBounds = false;
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}
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else
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{
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if (this.outOfBounds == false)
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{
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this.events.onOutOfBounds.dispatch(this);
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}
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this.outOfBounds = true;
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if (this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_KILL)
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{
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this.kill();
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}
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else if (this.outOfBoundsAction == Phaser.Types.OUT_OF_BOUNDS_DESTROY)
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{
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this.destroy();
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}
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}
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}
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/**
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* Clean up memory.
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*/
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public destroy() {
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this.input.destroy();
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}
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/**
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* Handy for "killing" game objects.
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* Default behavior is to flag them as nonexistent AND dead.
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* However, if you want the "corpse" to remain in the game,
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* like to animate an effect or whatever, you should override this,
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* setting only alive to false, and leaving exists true.
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*/
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public kill(removeFromGroup:bool = false) {
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this.alive = false;
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this.exists = false;
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if (removeFromGroup && this.group)
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{
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this.group.remove(this);
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}
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this.events.onKilled.dispatch(this);
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}
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/**
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* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
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* In practice, this is most often called by <code>Object.reset()</code>.
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*/
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public revive() {
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this.alive = true;
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this.exists = true;
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this.events.onRevived.dispatch(this);
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}
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}
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} |