phaser/v3/merge/gameobjects/image/Image.js
2016-11-23 00:17:46 +00:00

96 lines
2.8 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}
*/
/**
* An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
*
* @class Phaser.GameObject.Image
* @extends Phaser.GameObject
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string} [key] - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
* @param {string|number} [frame] - If this Image 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.Image = function (state, x, y, key, frame, name)
{
var _texture = state.game.textures.get(key);
var _frame = _texture.get(frame);
Phaser.GameObject.call(this, state, x, y, _texture, _frame);
this.name = name;
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.IMAGE;
};
Phaser.GameObject.Image.prototype = Object.create(Phaser.GameObject.prototype);
Phaser.GameObject.Image.prototype.constructor = Phaser.GameObject.Image;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.GameObject.Image.prototype.preUpdate = function ()
{
// Would like to get rid of this somehow ...
if (this.parent)
{
this.color.worldAlpha = this.parent.color.worldAlpha;
}
};
// Phaser.GameObject.Image.prototype.update = function ()
// {
// };
// Phaser.GameObject.Image.prototype.postUpdate = function ()
// {
// };
Object.defineProperties(Phaser.GameObject.Image.prototype, {
width: {
enumerable: true,
get: function ()
{
return this.transform._scaleX * this.frame.realWidth;
},
set: function (value)
{
this.scaleX = value / this.frame.realWidth;
}
},
height: {
enumerable: true,
get: function ()
{
return this.transform._scaleY * this.frame.realHeight;
},
set: function (value)
{
this.scaleY = value / this.frame.realHeight;
}
}
});