mirror of
https://github.com/photonstorm/phaser
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343 lines
No EOL
10 KiB
TypeScript
343 lines
No EOL
10 KiB
TypeScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Display - Texture
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*
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* The Texture being used to render the object (Sprite, Group background, etc). Either Image based on a DynamicTexture.
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*/
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module Phaser.Display {
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export class Texture {
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/**
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* Creates a new Texture component
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* @param parent The object using this Texture to render.
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* @param key An optional Game.Cache key to load an image from
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*/
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constructor(parent) {
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this.game = parent.game;
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this.parent = parent;
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this.canvas = parent.game.stage.canvas;
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this.context = parent.game.stage.context;
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this.alpha = 1;
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this.flippedX = false;
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this.flippedY = false;
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this._width = 16;
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this._height = 16;
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this.cameraBlacklist = [];
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this._blacklist = 0;
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}
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/**
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* Camera Blacklist length
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*/
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private _blacklist: number;
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/**
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* Private _width - use the width getter/setter instead
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*/
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private _width: number;
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/**
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* Private _height - use the height getter/setter instead
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*/
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private _height: number;
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/**
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* Reference to Phaser.Game
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*/
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public game: Phaser.Game;
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/**
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* Reference to the parent object (Sprite, Group, etc)
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*/
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public parent;
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/**
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* Reference to the Image stored in the Game.Cache that is used as the texture for the Sprite.
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*/
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public imageTexture = null;
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/**
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* Reference to the DynamicTexture that is used as the texture for the Sprite.
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* @type {DynamicTexture}
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*/
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public dynamicTexture: Phaser.Display.DynamicTexture = null;
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/**
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* The load status of the texture image.
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* @type {bool}
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*/
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public loaded: bool = false;
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/**
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* An Array of Cameras to which this texture won't render
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* @type {Array}
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*/
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public cameraBlacklist: number[];
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/**
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* Whether the texture background is opaque or not. If set to true the object is filled with
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* the value of Texture.backgroundColor every frame. Normally you wouldn't enable this but
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* for some effects it can be handy.
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* @type {bool}
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*/
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public opaque: bool = false;
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/**
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* Opacity of the Sprite texture where 1 is opaque (default) and 0 is fully transparent.
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* @type {number}
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*/
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public alpha: number;
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/**
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* The Background Color of the Sprite if Texture.opaque is set to true.
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* Given in css color string format, i.e. 'rgb(0,0,0)' or '#ff0000'.
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* @type {string}
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*/
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public backgroundColor: string = 'rgb(255,255,255)';
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/**
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* You can set a globalCompositeOperation that will be applied before the render method is called on this Sprite.
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* This is useful if you wish to apply an effect like 'lighten'.
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* If this value is set it will call a canvas context save and restore before and after the render pass, so use it sparingly.
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* Set to null to disable.
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*/
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public globalCompositeOperation: string = null;
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/**
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* A reference to the Canvas this Sprite renders to.
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this Sprite renders to.
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* The Cache key used for the Image Texture.
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*/
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public cacheKey: string;
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/**
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* The Texture being used to render the Sprite. Either an Image Texture from the Cache or a DynamicTexture.
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*/
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public texture;
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/**
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* Controls if the Sprite is rendered rotated or not.
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* If renderRotation is false then the object can still rotate but it will never be rendered rotated.
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* @type {bool}
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*/
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public renderRotation: bool = true;
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/**
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* The direction the animation frame is facing (can be Phaser.Types.RIGHT, LEFT, UP, DOWN).
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* Very useful when hooking animation to Sprite directions.
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*/
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public facing: number;
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/**
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* Flip the graphic horizontally (defaults to false)
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* @type {bool}
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*/
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public flippedX: bool = false;
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/**
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* Flip the graphic vertically (defaults to false)
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* @type {bool}
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*/
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public flippedY: bool = false;
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/**
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* Is the texture a DynamicTexture?
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* @type {bool}
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*/
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public isDynamic: bool = false;
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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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* Hides an object from this Camera. Hidden objects are not rendered.
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*
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* @param object {Camera} The camera this object should ignore.
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*/
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public hideFromCamera(camera: Phaser.Camera) {
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if (this.isHidden(camera) == false)
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{
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this.cameraBlacklist.push(camera.ID);
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this._blacklist++;
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}
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}
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/**
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* Returns true if this texture is hidden from rendering to the given camera, otherwise false.
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*/
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public isHidden(camera: Phaser.Camera): bool {
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if (this._blacklist && this.cameraBlacklist.indexOf(camera.ID) !== -1)
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{
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return true;
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}
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return false;
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}
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/**
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* Un-hides an object previously hidden to this Camera.
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* The object must implement a public cameraBlacklist property.
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*
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* @param object {Sprite/Group} The object this camera should display.
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*/
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public showToCamera(camera: Phaser.Camera) {
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if (this.isHidden(camera))
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{
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this.cameraBlacklist.slice(this.cameraBlacklist.indexOf(camera.ID), 1);
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this._blacklist--;
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}
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}
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/**
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* Updates the texture being used to render the Sprite.
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* Called automatically by SpriteUtils.loadTexture and SpriteUtils.loadDynamicTexture.
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*/
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public setTo(image = null, dynamic: Phaser.Display.DynamicTexture = null) {
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if (dynamic)
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{
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this.isDynamic = true;
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this.dynamicTexture = dynamic;
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this.texture = this.dynamicTexture.canvas;
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}
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else
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{
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this.isDynamic = false;
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this.imageTexture = image;
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this.texture = this.imageTexture;
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this._width = image.width;
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this._height = image.height;
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}
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this.loaded = true;
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return this.parent;
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}
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/**
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* Sets a new graphic from the game cache to use as the texture for this Sprite.
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* The graphic can be SpriteSheet or Texture Atlas. If you need to use a DynamicTexture see loadDynamicTexture.
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* @param key {string} Key of the graphic you want to load for this sprite.
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* @param clearAnimations {bool} If this Sprite has a set of animation data already loaded you can choose to keep or clear it with this bool
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* @param updateBody {bool} Update the physics body dimensions to match the newly loaded texture/frame?
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*/
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public loadImage(key: string, clearAnimations: bool = true, updateBody: bool = true) {
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if (clearAnimations && this.parent['animations'] && this.parent['animations'].frameData !== null)
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{
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this.parent.animations.destroy();
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}
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if (this.game.cache.getImage(key) !== null)
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{
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this.setTo(this.game.cache.getImage(key), null);
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this.cacheKey = key;
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if (this.game.cache.isSpriteSheet(key) && this.parent['animations'])
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{
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this.parent.animations.loadFrameData(this.parent.game.cache.getFrameData(key));
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}
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else
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{
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if (updateBody && this.parent['body'])
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{
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this.parent.body.bounds.width = this.width;
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this.parent.body.bounds.height = this.height;
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}
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}
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}
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}
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/**
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* Load a DynamicTexture as its texture.
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* @param texture {DynamicTexture} The texture object to be used by this sprite.
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*/
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public loadDynamicTexture(texture: DynamicTexture) {
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if (this.parent.animations.frameData !== null)
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{
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this.parent.animations.destroy();
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}
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this.setTo(null, texture);
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this.parent.texture.width = this.width;
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this.parent.texture.height = this.height;
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}
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public set width(value: number) {
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this._width = value;
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}
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public set height(value: number) {
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this._height = value;
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}
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/**
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* The width of the texture. If an animation it will be the frame width, not the width of the sprite sheet.
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* If using a DynamicTexture it will be the width of the dynamic texture itself.
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* @type {number}
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*/
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public get width(): number {
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if (this.isDynamic)
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{
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return this.dynamicTexture.width;
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}
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else
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{
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return this._width;
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}
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}
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/**
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* The height of the texture. If an animation it will be the frame height, not the height of the sprite sheet.
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* If using a DynamicTexture it will be the height of the dynamic texture itself.
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* @type {number}
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*/
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public get height(): number {
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if (this.isDynamic)
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{
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return this.dynamicTexture.height;
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}
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else
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{
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return this._height;
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}
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}
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}
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} |