phaser/docs/Image.js.html

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<h1 class="page-title">Source: gameobjects/Image.js</h1>
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<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.Image
*
* @classdesc Create a new `Image` object. 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.
*
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate of the Imaget. The coordinate is relative to any parent container this Image may be in.
* @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} 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.Image = function (game, x, y, key, frame) {
x = x || 0;
y = y || 0;
key = key || null;
frame = frame || null;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @property {boolean} exists - If exists = false then the Sprite isn't updated by the core game loop or physics subsystem at all.
* @default
*/
this.exists = true;
/**
* @property {string} name - The user defined name given to this Sprite.
* @default
*/
this.name = '';
/**
* @property {number} type - The const type of this object.
* @readonly
*/
this.type = Phaser.IMAGE;
/**
* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Sprite or its components.
*/
this.events = new Phaser.Events(this);
/**
* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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.
*/
this.key = key;
this._frame = 0;
this._frameName = '';
PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
this.loadTexture(key, frame);
this.position.set(x, y);
/**
* @property {Phaser.Point} world - The world coordinates of this Sprite. This differs from the x/y coordinates which are relative to the Sprites container.
*/
this.world = new Phaser.Point(x, y);
/**
* Should this Sprite be automatically culled if out of range of the camera?
* A culled sprite has its renderable property set to 'false'.
* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
*
* @property {boolean} autoCull - A flag indicating if the Sprite should be automatically camera culled or not.
* @default
*/
this.autoCull = false;
/**
* A Sprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera.
* Note that if this Image is a child of a display object that has changed its position then the offset will be calculated from that.
* @property {boolean} fixedToCamera - Fixes this Sprite to the Camera.
* @default
*/
this.fixedToCamera = false;
/**
* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
*/
this.input = null;
/**
* @property {array} _cache - A small cache for previous step values. 0 = x, 1 = y, 2 = rotation, 3 = renderID
* @private
*/
this._cache = [0, 0, 0, 0];
};
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
Phaser.Image.prototype.constructor = Phaser.Image;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.Image#preUpdate
* @memberof Phaser.Image
*/
Phaser.Image.prototype.preUpdate = function() {
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
this.renderOrderID = -1;
return false;
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
}
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
if (this.visible)
{
this._cache[3] = this.game.world.currentRenderOrderID++;
}
return true;
};
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.Image#postUpdate
* @memberof Phaser.Image
*/
Phaser.Image.prototype.postUpdate = function() {
if (this.key instanceof Phaser.BitmapData && this.key._dirty)
{
this.key.render();
}
if (this.fixedToCamera)
{
this.position.x = this.game.camera.view.x + this.x;
this.position.y = this.game.camera.view.y + this.y;
}
};
/**
* Changes the Texture the Sprite is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
*
* @method Phaser.Image#loadTexture
* @memberof Phaser.Image
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Sprite 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 Sprite 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.Image.prototype.loadTexture = function (key, frame) {
frame = frame || 0;
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
}
else if (key instanceof Phaser.BitmapData)
{
this.key = key.key;
this.setTexture(key.texture);
}
else if (key instanceof PIXI.Texture)
{
this.key = key;
this.setTexture(key);
}
else
{
if (key === null || typeof key === 'undefined')
{
this.key = '__default';
this.setTexture(PIXI.TextureCache[this.key]);
}
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
{
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
}
if (this.game.cache.isSpriteSheet(key))
{
this.key = key;
var frameData = this.game.cache.getFrameData(key);
if (typeof frame === 'string')
{
this._frame = 0;
this._frameName = frame;
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(frame).uuid]);
}
else
{
this._frame = frame;
this._frameName = '';
this.setTexture(PIXI.TextureCache[frameData.getFrame(frame).uuid]);
}
}
else
{
this.key = key;
this.setTexture(PIXI.TextureCache[key]);
}
}
};
/**
* Crop allows you to crop the texture used to display this Image.
* Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
*
* @method Phaser.Image#crop
* @memberof Phaser.Image
* @param {Phaser.Rectangle} rect - The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.
*/
Phaser.Image.prototype.crop = function(rect) {
if (typeof rect === 'undefined' || rect === null)
{
// Clear any crop that may be set
if (this.texture.hasOwnProperty('sourceWidth'))
{
this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight));
}
}
else
{
// Do we need to clone the PIXI.Texture object?
if (this.texture instanceof PIXI.Texture)
{
// Yup, let's rock it ...
var local = {};
Phaser.Utils.extend(true, local, this.texture);
local.sourceWidth = local.width;
local.sourceHeight = local.height;
local.frame = rect;
local.width = rect.width;
local.height = rect.height;
this.texture = local;
this.texture.updateFrame = true;
PIXI.Texture.frameUpdates.push(this.texture);
}
else
{
this.texture.setFrame(rect);
}
}
};
/**
* Brings a 'dead' Sprite back to life, optionally giving it the health value specified.
* A resurrected Sprite has its alive, exists and visible properties all set to true.
* It will dispatch the onRevived event, you can listen to Sprite.events.onRevived for the signal.
*
* @method Phaser.Image#revive
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.revive = function() {
this.alive = true;
this.exists = true;
this.visible = true;
if (this.events)
{
this.events.onRevived.dispatch(this);
}
return this;
};
/**
* Kills a Sprite. A killed Sprite has its alive, exists and visible properties all set to false.
* It will dispatch the onKilled event, you can listen to Sprite.events.onKilled for the signal.
* Note that killing a Sprite is a way for you to quickly recycle it in a Sprite pool, it doesn't free it up from memory.
* If you don't need this Sprite any more you should call Sprite.destroy instead.
*
* @method Phaser.Image#kill
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.kill = function() {
this.alive = false;
this.exists = false;
this.visible = false;
if (this.events)
{
this.events.onKilled.dispatch(this);
}
return this;
};
/**
* Destroys the Sprite. This removes it from its parent group, destroys the input, event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.Image#destroy
* @memberof Phaser.Image
*/
Phaser.Image.prototype.destroy = function() {
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
this.parent.remove(this);
}
if (this.events)
{
this.events.destroy();
}
if (this.input)
{
this.input.destroy();
}
this.alive = false;
this.exists = false;
this.visible = false;
this.game = null;
};
/**
* Resets the Sprite. This places the Sprite at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
*
* @method Phaser.Image#reset
* @memberof Phaser.Image
* @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.Image} This instance.
*/
Phaser.Image.prototype.reset = function(x, y) {
this.world.setTo(x, y);
this.position.x = x;
this.position.y = y;
this.alive = true;
this.exists = true;
this.visible = true;
this.renderable = true;
return this;
};
/**
* Brings the Sprite to the top of the display list it is a child of. Sprites that are members of a Phaser.Group are only
* bought to the top of that Group, not the entire display list.
*
* @method Phaser.Image#bringToTop
* @memberof Phaser.Image
* @return {Phaser.Image} This instance.
*/
Phaser.Image.prototype.bringToTop = function(child) {
if (typeof child === 'undefined')
{
if (this.parent)
{
this.parent.bringToTop(this);
}
}
else
{
}
return this;
};
/**
* Indicates the rotation of the Sprite, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
* If you wish to work in radians instead of degrees use the property Sprite.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
*
* @name Phaser.Image#angle
* @property {number} angle - The angle of this Image in degrees.
*/
Object.defineProperty(Phaser.Image.prototype, "angle", {
get: function() {
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
},
set: function(value) {
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
}
});
/**
* Returns the delta x value. The difference between world.x now and in the previous step.
*
* @name Phaser.Image#deltaX
* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "deltaX", {
get: function() {
return this.world.x - this._cache[0];
}
});
/**
* Returns the delta y value. The difference between world.y now and in the previous step.
*
* @name Phaser.Image#deltaY
* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "deltaY", {
get: function() {
return this.world.y - this._cache[1];
}
});
/**
* Returns the delta z value. The difference between rotation now and in the previous step.
*
* @name Phaser.Image#deltaZ
* @property {number} deltaZ - The delta value.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "deltaZ", {
get: function() {
return this.rotation - this._cache[2];
}
});
/**
* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
*
* @name Phaser.Image#inWorld
* @property {boolean} inWorld - True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "inWorld", {
get: function() {
return this.game.world.bounds.intersects(this.getBounds());
}
});
/**
* Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
*
* @name Phaser.Image#inCamera
* @property {boolean} inCamera - True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "inCamera", {
get: function() {
return this.game.world.camera.screenView.intersects(this.getBounds());
}
});
/**
* @name Phaser.Image#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture for display.
*/
Object.defineProperty(Phaser.Image.prototype, "frame", {
get: function() {
return this._frame;
},
set: function(value) {
if (value !== this.frame && this.game.cache.isSpriteSheet(this.key))
{
var frameData = this.game.cache.getFrameData(this.key);
if (frameData && value &lt; frameData.total && frameData.getFrame(value))
{
this.setTexture(PIXI.TextureCache[frameData.getFrame(value).uuid]);
this._frame = value;
}
}
}
});
/**
* @name Phaser.Image#frameName
* @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display.
*/
Object.defineProperty(Phaser.Image.prototype, "frameName", {
get: function() {
return this._frameName;
},
set: function(value) {
if (value !== this.frameName && this.game.cache.isSpriteSheet(this.key))
{
var frameData = this.game.cache.getFrameData(this.key);
if (frameData && frameData.getFrameByName(value))
{
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(value).uuid]);
this._frameName = value;
}
}
}
});
/**
* @name Phaser.Image#renderOrderID
* @property {number} renderOrderID - The render order ID, reset every frame.
* @readonly
*/
Object.defineProperty(Phaser.Image.prototype, "renderOrderID", {
get: function() {
return this._cache[3];
}
});
/**
* By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
* activated for this object and it will then start to process click/touch events and more.
*
* @name Phaser.Image#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.Image.prototype, "inputEnabled", {
get: function () {
return (this.input && this.input.enabled);
},
set: function (value) {
if (value)
{
if (this.input === null)
{
this.input = new Phaser.InputHandler(this);
this.input.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
</pre>
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