mirror of
https://github.com/photonstorm/phaser
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152 lines
5.2 KiB
JavaScript
152 lines
5.2 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var Components = require('./components');
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var Image = require('../../gameobjects/image/Image');
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/**
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* @classdesc
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* An Impact Physics Image Game Object.
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*
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* An Image is a light-weight Game Object useful for the display of static images in your game,
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* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
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* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
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* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
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*
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* @class ImpactImage
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* @extends Phaser.GameObjects.Image
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* @memberof Phaser.Physics.Impact
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.Physics.Impact.Components.Acceleration
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* @extends Phaser.Physics.Impact.Components.BodyScale
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* @extends Phaser.Physics.Impact.Components.BodyType
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* @extends Phaser.Physics.Impact.Components.Bounce
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* @extends Phaser.Physics.Impact.Components.CheckAgainst
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* @extends Phaser.Physics.Impact.Components.Collides
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* @extends Phaser.Physics.Impact.Components.Debug
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* @extends Phaser.Physics.Impact.Components.Friction
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* @extends Phaser.Physics.Impact.Components.Gravity
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* @extends Phaser.Physics.Impact.Components.Offset
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* @extends Phaser.Physics.Impact.Components.SetGameObject
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* @extends Phaser.Physics.Impact.Components.Velocity
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Size
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* @extends Phaser.GameObjects.Components.Texture
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Physics.Impact.World} world - The physics world of the Impact physics system.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var ImpactImage = new Class({
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Extends: Image,
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Mixins: [
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Components.Acceleration,
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Components.BodyScale,
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Components.BodyType,
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Components.Bounce,
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Components.CheckAgainst,
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Components.Collides,
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Components.Debug,
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Components.Friction,
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Components.Gravity,
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Components.Offset,
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Components.SetGameObject,
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Components.Velocity
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],
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initialize:
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function ImpactImage (world, x, y, texture, frame)
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{
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Image.call(this, world.scene, x, y, texture, frame);
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/**
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* The Physics Body linked to an ImpactImage.
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*
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* @name Phaser.Physics.Impact.ImpactImage#body
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* @type {Phaser.Physics.Impact.Body}
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* @since 3.0.0
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*/
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this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height);
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this.body.parent = this;
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this.body.gameObject = this;
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/**
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* The size of the physics Body.
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*
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* @name Phaser.Physics.Impact.ImpactImage#size
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.size = this.body.size;
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/**
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* The X and Y offset of the Body from the left and top of the Image.
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*
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* @name Phaser.Physics.Impact.ImpactImage#offset
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.offset = this.body.offset;
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/**
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* The velocity, or rate of change the Body's position. Measured in pixels per second.
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*
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* @name Phaser.Physics.Impact.ImpactImage#vel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.vel = this.body.vel;
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/**
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* The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
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*
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* @name Phaser.Physics.Impact.ImpactImage#accel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.accel = this.body.accel;
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/**
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* Friction between colliding bodies.
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*
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* @name Phaser.Physics.Impact.ImpactImage#friction
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.friction = this.body.friction;
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/**
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* The maximum velocity of the body.
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*
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* @name Phaser.Physics.Impact.ImpactImage#maxVel
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* @type {{x: number, y: number}}
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* @since 3.0.0
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*/
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this.maxVel = this.body.maxVel;
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}
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});
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module.exports = ImpactImage;
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