phaser/src/gameobjects/TileSprite.js

810 lines
24 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A TileSprite is a Sprite that has a repeating texture. The texture can be scrolled and scaled and will automatically wrap on the edges as it does so.
* Please note that TileSprites, as with normal Sprites, have no input handler or physics bodies by default. Both need enabling.
*
* @class Phaser.TileSprite
* @constructor
* @extends Pixi.TilingSprite
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} x - The x coordinate (in world space) to position the TileSprite at.
* @param {number} y - The y coordinate (in world space) to position the TileSprite at.
* @param {number} width - The width of the TileSprite.
* @param {number} height - The height of the TileSprite.
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture or PIXI.Texture.
* @param {string|number} frame - If this TileSprite 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.TileSprite = function (game, x, y, width, height, key, frame) {
x = x || 0;
y = y || 0;
width = width || 256;
height = height || 256;
key = key || null;
frame = frame || null;
/**
* @property {Phaser.Game} game - A reference to the currently running Game.
*/
this.game = game;
/**
* @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.TILESPRITE;
/**
* @property {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
*/
this.z = 0;
/**
* @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 {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
*/
this.animations = new Phaser.AnimationManager(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;
/**
* @property {number} _frame - Internal cache var.
* @private
*/
this._frame = 0;
/**
* @property {string} _frameName - Internal cache var.
* @private
*/
this._frameName = '';
/**
* @property {Phaser.Point} _scroll - Internal cache var.
* @private
*/
this._scroll = new Phaser.Point();
PIXI.TilingSprite.call(this, PIXI.TextureCache['__default'], width, height);
this.position.set(x, y);
/**
* @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 {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;
/**
* If true the Sprite checks if it is still within the world each frame, when it leaves the world it dispatches Sprite.events.onOutOfBounds
* and optionally kills the sprite (if Sprite.outOfBoundsKill is true). By default this is disabled because the Sprite has to calculate its
* bounds every frame to support it, and not all games need it. Enable it by setting the value to true.
* @property {boolean} checkWorldBounds
* @default
*/
this.checkWorldBounds = false;
/**
* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
*/
this.cameraOffset = new Phaser.Point();
/**
* By default Sprites won't add themselves to any physics system and their physics body will be `null`.
* To enable them for physics you need to call `game.physics.enable(sprite, system)` where `sprite` is this object
* and `system` is the Physics system you want to use to manage this body. Once enabled you can access all physics related properties via `Sprite.body`.
*
* Important: Enabling a Sprite for P2 or Ninja physics will automatically set `Sprite.anchor` to 0.5 so the physics body is centered on the Sprite.
* If you need a different result then adjust or re-create the Body shape offsets manually, and/or reset the anchor after enabling physics.
*
* @property {Phaser.Physics.Arcade.Body|Phaser.Physics.P2.Body|Phaser.Physics.Ninja.Body|null} body
* @default
*/
this.body = null;
/**
* @property {boolean} alive - A useful boolean to control if the TileSprite is alive or dead (in terms of your gameplay, it doesn't effect rendering).
* @default
*/
this.alive = true;
/**
* A small internal cache:
* 0 = previous position.x
* 1 = previous position.y
* 2 = previous rotation
* 3 = renderID
* 4 = fresh? (0 = no, 1 = yes)
* 5 = outOfBoundsFired (0 = no, 1 = yes)
* 6 = exists (0 = no, 1 = yes)
* 7 = fixed to camera (0 = no, 1 = yes)
* 8 = destroy phase? (0 = no, 1 = yes)
* @property {Array} _cache
* @private
*/
this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
this.loadTexture(key, frame);
};
Phaser.TileSprite.prototype = Object.create(PIXI.TilingSprite.prototype);
Phaser.TileSprite.prototype.constructor = Phaser.TileSprite;
/**
* Automatically called by World.preUpdate.
*
* @method Phaser.TileSprite#preUpdate
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.preUpdate = function() {
if (this._cache[4] === 1 && this.exists)
{
this.world.setTo(this.parent.position.x + this.position.x, this.parent.position.y + this.position.y);
this.worldTransform.tx = this.world.x;
this.worldTransform.ty = this.world.y;
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (this.body)
{
this.body.preUpdate();
}
this._cache[4] = 0;
return false;
}
this._cache[0] = this.world.x;
this._cache[1] = this.world.y;
this._cache[2] = this.rotation;
if (!this.exists || !this.parent.exists)
{
// Reset the renderOrderID
this._cache[3] = -1;
return false;
}
// Cache the bounds if we need it
if (this.autoCull || this.checkWorldBounds)
{
this._bounds.copyFrom(this.getBounds());
}
if (this.autoCull)
{
// Won't get rendered but will still get its transform updated
this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
}
if (this.checkWorldBounds)
{
// The Sprite is already out of the world bounds, so let's check to see if it has come back again
if (this._cache[5] === 1 && this.game.world.bounds.intersects(this._bounds))
{
this._cache[5] = 0;
this.events.onEnterBounds.dispatch(this);
}
else if (this._cache[5] === 0 && !this.game.world.bounds.intersects(this._bounds))
{
// The Sprite WAS in the screen, but has now left.
this._cache[5] = 1;
this.events.onOutOfBounds.dispatch(this);
}
}
this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
if (this.visible)
{
this._cache[3] = this.game.stage.currentRenderOrderID++;
}
this.animations.update();
if (this._scroll.x !== 0)
{
this.tilePosition.x += this._scroll.x * this.game.time.physicsElapsed;
}
if (this._scroll.y !== 0)
{
this.tilePosition.y += this._scroll.y * this.game.time.physicsElapsed;
}
if (this.body)
{
this.body.preUpdate();
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].preUpdate();
}
return true;
};
/**
* Override and use this function in your own custom objects to handle any update requirements you may have.
*
* @method Phaser.TileSprite#update
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.update = function() {
};
/**
* Internal function called by the World postUpdate cycle.
*
* @method Phaser.TileSprite#postUpdate
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.postUpdate = function() {
if (this.exists && this.body)
{
this.body.postUpdate();
}
// Fixed to Camera?
if (this._cache[7] === 1)
{
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
}
// Update any Children
for (var i = 0, len = this.children.length; i < len; i++)
{
this.children[i].postUpdate();
}
};
/**
* Sets this TileSprite to automatically scroll in the given direction until stopped via TileSprite.stopScroll().
* The scroll speed is specified in pixels per second.
* A negative x value will scroll to the left. A positive x value will scroll to the right.
* A negative y value will scroll up. A positive y value will scroll down.
*
* @method Phaser.TileSprite#autoScroll
* @memberof Phaser.TileSprite
* @param {number} x - Horizontal scroll speed in pixels per second.
* @param {number} y - Vertical scroll speed in pixels per second.
*/
Phaser.TileSprite.prototype.autoScroll = function(x, y) {
this._scroll.set(x, y);
};
/**
* Stops an automatically scrolling TileSprite.
*
* @method Phaser.TileSprite#stopScroll
* @memberof Phaser.TileSprite
*/
Phaser.TileSprite.prototype.stopScroll = function() {
this._scroll.set(0, 0);
};
/**
* Changes the Texture the TileSprite 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.TileSprite#loadTexture
* @memberof Phaser.TileSprite
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the TileSprite 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 TileSprite 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.TileSprite.prototype.loadTexture = function (key, frame) {
frame = frame || 0;
this.key = key;
if (key instanceof Phaser.RenderTexture)
{
this.key = key.key;
this.setTexture(key);
}
else if (key instanceof Phaser.BitmapData)
{
this.setTexture(key.texture);
}
else if (key instanceof PIXI.Texture)
{
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))
{
console.warn("Texture with key '" + key + "' not found.");
this.key = '__missing';
this.setTexture(PIXI.TextureCache[this.key]);
}
else
{
this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
}
}
};
/**
* Sets the Texture frame the TileSprite uses for rendering.
* This is primarily an internal method used by TileSprite.loadTexture, although you may call it directly.
*
* @method Phaser.TileSprite#setFrame
* @memberof Phaser.TileSprite
* @param {Phaser.Frame} frame - The Frame to be used by the TileSprite texture.
*/
Phaser.TileSprite.prototype.setFrame = function(frame) {
this.texture.frame.x = frame.x;
this.texture.frame.y = frame.y;
this.texture.frame.width = frame.width;
this.texture.frame.height = frame.height;
this.texture.crop.x = frame.x;
this.texture.crop.y = frame.y;
this.texture.crop.width = frame.width;
this.texture.crop.height = frame.height;
if (frame.trimmed)
{
if (this.texture.trim)
{
this.texture.trim.x = frame.spriteSourceSizeX;
this.texture.trim.y = frame.spriteSourceSizeY;
this.texture.trim.width = frame.sourceSizeW;
this.texture.trim.height = frame.sourceSizeH;
}
else
{
this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
}
this.texture.width = frame.sourceSizeW;
this.texture.height = frame.sourceSizeH;
this.texture.frame.width = frame.sourceSizeW;
this.texture.frame.height = frame.sourceSizeH;
}
else if (!frame.trimmed && this.texture.trim)
{
this.texture.trim = null;
}
if (this.game.renderType === Phaser.WEBGL)
{
PIXI.WebGLRenderer.updateTextureFrame(this.texture);
}
};
/**
* Destroys the TileSprite. This removes it from its parent group, destroys the event and animation handlers if present
* and nulls its reference to game, freeing it up for garbage collection.
*
* @method Phaser.TileSprite#destroy
* @memberof Phaser.TileSprite
* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
*/
Phaser.TileSprite.prototype.destroy = function(destroyChildren) {
if (this.game === null || this.destroyPhase) { return; }
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
this._cache[8] = 1;
if (this.events)
{
this.events.onDestroy.dispatch(this);
}
if (this.filters)
{
this.filters = null;
}
if (this.parent)
{
if (this.parent instanceof Phaser.Group)
{
this.parent.remove(this);
}
else
{
this.parent.removeChild(this);
}
}
this.animations.destroy();
this.events.destroy();
var i = this.children.length;
if (destroyChildren)
{
while (i--)
{
this.children[i].destroy(destroyChildren);
}
}
else
{
while (i--)
{
this.removeChild(this.children[i]);
}
}
this.exists = false;
this.visible = false;
this.alive = false;
this.filters = null;
this.mask = null;
this.game = null;
this._cache[8] = 0;
};
/**
* Play an animation based on the given key. The animation should previously have been added via sprite.animations.add()
* If the requested animation is already playing this request will be ignored. If you need to reset an already running animation do so directly on the Animation object itself.
*
* @method Phaser.TileSprite#play
* @memberof Phaser.TileSprite
* @param {string} name - The name of the animation to be played, e.g. "fire", "walk", "jump".
* @param {number} [frameRate=null] - The framerate to play the animation at. The speed is given in frames per second. If not provided the previously set frameRate of the Animation is used.
* @param {boolean} [loop=false] - Should the animation be looped after playback. If not provided the previously set loop value of the Animation is used.
* @param {boolean} [killOnComplete=false] - If set to true when the animation completes (only happens if loop=false) the parent Sprite will be killed.
* @return {Phaser.Animation} A reference to playing Animation instance.
*/
Phaser.TileSprite.prototype.play = function (name, frameRate, loop, killOnComplete) {
return this.animations.play(name, frameRate, loop, killOnComplete);
};
/**
* Resets the TileSprite. This places the TileSprite at the given x/y world coordinates, resets the tilePosition and then
* sets alive, exists, visible and renderable all to true. Also resets the outOfBounds state.
* If the TileSprite has a physics body that too is reset.
*
* @method Phaser.TileSprite#reset
* @memberof Phaser.TileSprite
* @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.TileSprite) This instance.
*/
Phaser.TileSprite.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;
this._outOfBoundsFired = false;
this.tilePosition.x = 0;
this.tilePosition.y = 0;
if (this.body)
{
this.body.reset(x, y, false, false);
}
this._cache[4] = 1;
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.TileSprite#angle
* @property {number} angle - The angle of this Sprite in degrees.
*/
Object.defineProperty(Phaser.TileSprite.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));
}
});
/**
* @name Phaser.TileSprite#frame
* @property {number} frame - Gets or sets the current frame index and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frame", {
get: function () {
return this.animations.frame;
},
set: function (value) {
if (value !== this.animations.frame)
{
this.animations.frame = value;
}
}
});
/**
* @name Phaser.TileSprite#frameName
* @property {string} frameName - Gets or sets the current frame name and updates the Texture Cache for display.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "frameName", {
get: function () {
return this.animations.frameName;
},
set: function (value) {
if (value !== this.animations.frameName)
{
this.animations.frameName = value;
}
}
});
/**
* An TileSprite that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in TileSprite.cameraOffset.
* Note that the cameraOffset values are in addition to any parent in the display list.
* So if this TileSprite was in a Group that has x: 200, then this will be added to the cameraOffset.x
*
* @name Phaser.TileSprite#fixedToCamera
* @property {boolean} fixedToCamera - Set to true to fix this TileSprite to the Camera at its current world coordinates.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "fixedToCamera", {
get: function () {
return !!this._cache[7];
},
set: function (value) {
if (value)
{
this._cache[7] = 1;
this.cameraOffset.set(this.x, this.y);
}
else
{
this._cache[7] = 0;
}
}
});
/**
* TileSprite.exists controls if the core game loop and physics update this TileSprite or not.
* When you set TileSprite.exists to false it will remove its Body from the physics world (if it has one) and also set TileSprite.visible to false.
* Setting TileSprite.exists to true will re-add the Body to the physics world (if it has a body) and set TileSprite.visible to true.
*
* @name Phaser.TileSprite#exists
* @property {boolean} exists - If the TileSprite is processed by the core game update and physics.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "exists", {
get: function () {
return !!this._cache[6];
},
set: function (value) {
if (value)
{
// exists = true
this._cache[6] = 1;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.addToWorld();
}
this.visible = true;
}
else
{
// exists = false
this._cache[6] = 0;
if (this.body && this.body.type === Phaser.Physics.P2JS)
{
this.body.safeRemove = true;
}
this.visible = false;
}
}
});
/**
* By default a TileSprite 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.TileSprite#inputEnabled
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
*/
Object.defineProperty(Phaser.TileSprite.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.start();
}
}
else
{
if (this.input && this.input.enabled)
{
this.input.stop();
}
}
}
});
/**
* The position of the TileSprite on the x axis relative to the local coordinates of the parent.
*
* @name Phaser.TileSprite#x
* @property {number} x - The position of the TileSprite on the x axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "x", {
get: function () {
return this.position.x;
},
set: function (value) {
this.position.x = value;
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
{
this.body._reset = 1;
}
}
});
/**
* The position of the TileSprite on the y axis relative to the local coordinates of the parent.
*
* @name Phaser.TileSprite#y
* @property {number} y - The position of the TileSprite on the y axis relative to the local coordinates of the parent.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "y", {
get: function () {
return this.position.y;
},
set: function (value) {
this.position.y = value;
if (this.body && this.body.type === Phaser.Physics.ARCADE && this.body.phase === 2)
{
this.body._reset = 1;
}
}
});
/**
* @name Phaser.TileSprite#destroyPhase
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
*/
Object.defineProperty(Phaser.TileSprite.prototype, "destroyPhase", {
get: function () {
return !!this._cache[8];
}
});