phaser/src/gameobjects/sprite/Sprite.js

172 lines
5.3 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var Components = require('../components');
var GameObject = require('../GameObject');
var SpriteRender = require('./SpriteRender');
/**
* @classdesc
* A Sprite Game Object.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
*
* @class Sprite
* @extends Phaser.GameObjects.GameObject
* @memberof Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.TextureCrop
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var Sprite = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Mask,
Components.Origin,
Components.Pipeline,
Components.ScrollFactor,
Components.Size,
Components.TextureCrop,
Components.Tint,
Components.Transform,
Components.Visible,
SpriteRender
],
initialize:
function Sprite (scene, x, y, texture, frame)
{
GameObject.call(this, scene, 'Sprite');
/**
* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
*
* @name Phaser.GameObjects.Sprite#_crop
* @type {object}
* @private
* @since 3.11.0
*/
this._crop = this.resetCropObject();
/**
* The Animation Controller of this Sprite.
*
* @name Phaser.GameObjects.Sprite#anims
* @type {Phaser.GameObjects.Components.Animation}
* @since 3.0.0
*/
this.anims = new Components.Animation(this);
this.setTexture(texture, frame);
this.setPosition(x, y);
this.setSizeToFrame();
this.setOriginFromFrame();
this.initPipeline();
},
/**
* Update this Sprite's animations.
*
* @method Phaser.GameObjects.Sprite#preUpdate
* @protected
* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
preUpdate: function (time, delta)
{
this.anims.update(time, delta);
},
/**
* Start playing the given animation.
*
* @method Phaser.GameObjects.Sprite#play
* @since 3.0.0
*
* @param {string} key - The string-based key of the animation to play.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {this} This Game Object.
*/
play: function (key, ignoreIfPlaying, startFrame)
{
this.anims.play(key, ignoreIfPlaying, startFrame);
return this;
},
/**
* Build a JSON representation of this Sprite.
*
* @method Phaser.GameObjects.Sprite#toJSON
* @since 3.0.0
*
* @return {Phaser.Types.GameObjects.JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function ()
{
var data = Components.ToJSON(this);
// Extra Sprite data is added here
return data;
},
/**
* Handles the pre-destroy step for the Sprite, which removes the Animation component.
*
* @method Phaser.GameObjects.Sprite#preDestroy
* @private
* @since 3.14.0
*/
preDestroy: function ()
{
this.anims.destroy();
this.anims = undefined;
}
});
module.exports = Sprite;