mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
120 lines
2.9 KiB
JavaScript
120 lines
2.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* A PixelField is a container, with a position, rotation and scale, that renders pixels.
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* So it maintains a list of pixels (just coordinates + a color), and renders with a custom batch shader.
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*
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* @class Phaser.GameObject.PixelField
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* @extends Phaser.GameObject
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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*/
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Phaser.GameObject.PixelField = function (state, x, y, pixelSize)
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{
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if (pixelSize === undefined) { pixelSize = 1; }
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var _texture = state.game.textures.get('__DEFAULT');
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var _frame = new Phaser.TextureFrame(_texture, 'pixel', 0, 0, 0, pixelSize, pixelSize);
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Phaser.GameObject.call(this, state, x, y, _texture, _frame);
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.PIXELFIELD;
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this.list = [];
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this.getColor32 = function (r, g, b, a)
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{
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a *= 255;
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return ((a << 24) | (b << 16) | (g << 8) | r) >>> 0;
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};
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};
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Phaser.GameObject.PixelField.prototype = Object.create(Phaser.GameObject.prototype);
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Phaser.GameObject.PixelField.prototype.constructor = Phaser.GameObject.PixelField;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.Image#preUpdate
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* @memberof Phaser.Image
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*/
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Phaser.GameObject.PixelField.prototype.preUpdate = function ()
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{
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if (this.parent)
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{
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this.color.worldAlpha = this.parent.color.worldAlpha;
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}
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};
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// Ideas:
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//
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// Pixel velocity?
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// Pixel fade (alpha out) duration?
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// Kill pixel
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// Remove pixel
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Phaser.GameObject.PixelField.prototype.add = function (x, y, r, g, b, a)
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{
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this.list.push({
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x: x,
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y: y,
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a: a,
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color: this.getColor32(r, g, b, a)
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});
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};
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// Phaser.GameObject.Image.prototype.update = function ()
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// {
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// };
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// Phaser.GameObject.Image.prototype.postUpdate = function ()
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// {
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// };
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Object.defineProperties(Phaser.GameObject.PixelField.prototype, {
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width: {
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enumerable: true,
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get: function ()
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{
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return this.transform._scaleX * this.frame.realWidth;
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},
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set: function (value)
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{
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this.scaleX = value / this.frame.realWidth;
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}
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},
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height: {
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enumerable: true,
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get: function ()
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{
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return this.transform._scaleY * this.frame.realHeight;
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},
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set: function (value)
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{
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this.scaleY = value / this.frame.realHeight;
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}
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}
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});
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