mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
315 lines
No EOL
12 KiB
TypeScript
315 lines
No EOL
12 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../core/Point.ts" />
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/// <reference path="../core/Rectangle.ts" />
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/// <reference path="../core/Circle.ts" />
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/// <reference path="../gameobjects/Sprite.ts" />
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/// <reference path="RectangleUtils.ts" />
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/**
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* Phaser - SpriteUtils
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*
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* A collection of methods useful for manipulating and checking Sprites.
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*/
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module Phaser {
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export class SpriteUtils {
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static _tempPoint: Point;
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static getAsPoints(sprite: Sprite): Phaser.Point[] {
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var out: Phaser.Point[] = [];
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// top left
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out.push(new Point(sprite.x, sprite.y));
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// top right
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out.push(new Point(sprite.x + sprite.width, sprite.y));
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// bottom right
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out.push(new Point(sprite.x + sprite.width, sprite.y + sprite.height));
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// bottom left
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out.push(new Point(sprite.x, sprite.y + sprite.height));
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return out;
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}
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/**
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* Checks to see if some <code>GameObject</code> overlaps this <code>GameObject</code> or <code>Group</code>.
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* If the group has a LOT of things in it, it might be faster to use <code>Collision.overlaps()</code>.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param objectOrGroup {object} The object or group being tested.
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* @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {boolean} Whether or not the objects overlap this.
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*/
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/*
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static overlaps(objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool {
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if (objectOrGroup.isGroup)
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{
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var results: bool = false;
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var i: number = 0;
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var members = <Group> objectOrGroup.members;
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while (i < length)
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{
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if (this.overlaps(members[i++], inScreenSpace, camera))
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{
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results = true;
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}
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}
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return results;
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}
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if (!inScreenSpace)
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{
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return (objectOrGroup.x + objectOrGroup.width > this.x) && (objectOrGroup.x < this.x + this.width) &&
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(objectOrGroup.y + objectOrGroup.height > this.y) && (objectOrGroup.y < this.y + this.height);
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}
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if (camera == null)
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{
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camera = this._game.camera;
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}
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var objectScreenPos: Point = objectOrGroup.getScreenXY(null, camera);
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this.getScreenXY(this._point, camera);
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return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
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(objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
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}
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*/
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/**
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* Checks to see if this <code>GameObject</code> were located at the given position, would it overlap the <code>GameObject</code> or <code>Group</code>?
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* This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size numbero account.
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* WARNING: Currently tilemaps do NOT support screen space overlap checks!
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*
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* @param X {number} The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param Y {number} The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
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* @param objectOrGroup {object} The object or group being tested.
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* @param inScreenSpace {boolean} Whether to take scroll factors numbero account when checking for overlap. Default is false, or "only compare in world space."
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {boolean} Whether or not the two objects overlap.
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*/
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/*
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static overlapsAt(X: number, Y: number, objectOrGroup, inScreenSpace: bool = false, camera: Camera = null): bool {
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if (objectOrGroup.isGroup)
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{
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var results: bool = false;
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var basic;
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var i: number = 0;
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var members = objectOrGroup.members;
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while (i < length)
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{
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if (this.overlapsAt(X, Y, members[i++], inScreenSpace, camera))
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{
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results = true;
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}
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}
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return results;
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}
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if (!inScreenSpace)
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{
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return (objectOrGroup.x + objectOrGroup.width > X) && (objectOrGroup.x < X + this.width) &&
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(objectOrGroup.y + objectOrGroup.height > Y) && (objectOrGroup.y < Y + this.height);
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}
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if (camera == null)
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{
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camera = this._game.camera;
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}
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var objectScreenPos: Point = objectOrGroup.getScreenXY(null, Camera);
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this._point.x = X - camera.scroll.x * this.scrollFactor.x; //copied from getScreenXY()
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this._point.y = Y - camera.scroll.y * this.scrollFactor.y;
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this._point.x += (this._point.x > 0) ? 0.0000001 : -0.0000001;
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this._point.y += (this._point.y > 0) ? 0.0000001 : -0.0000001;
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return (objectScreenPos.x + objectOrGroup.width > this._point.x) && (objectScreenPos.x < this._point.x + this.width) &&
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(objectScreenPos.y + objectOrGroup.height > this._point.y) && (objectScreenPos.y < this._point.y + this.height);
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}
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*/
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/**
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* Checks to see if a point in 2D world space overlaps this <code>GameObject</code>.
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*
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* @param point {Point} The point in world space you want to check.
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* @param inScreenSpace {boolean} Whether to take scroll factors into account when checking for overlap.
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return Whether or not the point overlaps this object.
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*/
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static overlapsPoint(sprite: Sprite, point: Point, inScreenSpace: bool = false, camera: Camera = null): bool {
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if (!inScreenSpace)
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{
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return Phaser.RectangleUtils.containsPoint(sprite.body.bounds, point);
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//return (point.x > sprite.x) && (point.x < sprite.x + sprite.width) && (point.y > sprite.y) && (point.y < sprite.y + sprite.height);
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}
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if (camera == null)
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{
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camera = sprite.game.camera;
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}
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//var x: number = point.x - camera.scroll.x;
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//var y: number = point.y - camera.scroll.y;
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//this.getScreenXY(this._point, camera);
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//return (x > this._point.x) && (X < this._point.x + this.width) && (Y > this._point.y) && (Y < this._point.y + this.height);
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}
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/**
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* Check and see if this object is currently on screen.
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*
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {boolean} Whether the object is on screen or not.
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*/
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static onScreen(sprite: Sprite, camera: Camera = null): bool {
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if (camera == null)
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{
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camera = sprite.game.camera;
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}
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SpriteUtils.getScreenXY(sprite, SpriteUtils._tempPoint, camera);
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return (SpriteUtils._tempPoint.x + sprite.width > 0) && (SpriteUtils._tempPoint.x < camera.width) && (SpriteUtils._tempPoint.y + sprite.height > 0) && (SpriteUtils._tempPoint.y < camera.height);
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}
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/**
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* Call this to figure out the on-screen position of the object.
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*
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* @param point {Point} Takes a <code>MicroPoint</code> object and assigns the post-scrolled X and Y values of this object to it.
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* @param camera {Camera} Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
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*
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* @return {Point} The <code>Point</code> you passed in, or a new <code>Point</code> if you didn't pass one, containing the screen X and Y position of this object.
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*/
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static getScreenXY(sprite: Sprite, point: Point = null, camera: Camera = null): Point {
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if (point == null)
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{
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point = new Point();
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}
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if (camera == null)
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{
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camera = this._game.camera;
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}
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point.x = sprite.x - camera.scroll.x * sprite.scrollFactor.x;
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point.y = sprite.y - camera.scroll.y * sprite.scrollFactor.y;
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point.x += (point.x > 0) ? 0.0000001 : -0.0000001;
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point.y += (point.y > 0) ? 0.0000001 : -0.0000001;
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return point;
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}
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/**
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* Set the world bounds that this GameObject can exist within based on the size of the current game world.
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*
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* @param action {number} The action to take if the object hits the world bounds, either OUT_OF_BOUNDS_KILL or OUT_OF_BOUNDS_STOP
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*/
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/*
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static setBoundsFromWorld(action?: number = GameObject.OUT_OF_BOUNDS_STOP) {
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this.setBounds(this._game.world.bounds.x, this._game.world.bounds.y, this._game.world.bounds.width, this._game.world.bounds.height);
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this.outOfBoundsAction = action;
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}
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*/
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/**
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* Handy for reviving game objects.
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* Resets their existence flags and position.
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*
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* @param x {number} The new X position of this object.
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* @param y {number} The new Y position of this object.
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*/
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static reset(sprite: Sprite, x: number, y: number) {
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sprite.revive();
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sprite.body.touching = Types.NONE;
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sprite.body.wasTouching = Types.NONE;
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sprite.x = x;
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sprite.y = y;
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sprite.body.velocity.x = 0;
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sprite.body.velocity.y = 0;
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sprite.body.position.x = x;
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sprite.body.position.y = y;
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}
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static setOriginToCenter(sprite: Sprite, fromFrameBounds: bool = true, fromBody?: bool = false) {
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if (fromFrameBounds)
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{
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sprite.origin.setTo(sprite.frameBounds.halfWidth, sprite.frameBounds.halfHeight);
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}
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else if (fromBody)
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{
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sprite.origin.setTo(sprite.body.bounds.halfWidth, sprite.body.bounds.halfHeight);
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}
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}
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/**
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* Set the world bounds that this GameObject can exist within. By default a GameObject can exist anywhere
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* in the world. But by setting the bounds (which are given in world dimensions, not screen dimensions)
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* it can be stopped from leaving the world, or a section of it.
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*
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* @param x {number} x position of the bound
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* @param y {number} y position of the bound
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* @param width {number} width of its bound
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* @param height {number} height of its bound
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*/
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static setBounds(x: number, y: number, width: number, height: number) {
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//this.worldBounds = new Quad(x, y, width, height);
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}
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/**
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* This function creates a flat colored square image dynamically.
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* @param width {number} The width of the sprite you want to generate.
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* @param height {number} The height of the sprite you want to generate.
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* @param [color] {number} specifies the color of the generated block. (format is 0xAARRGGBB)
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* @return {Sprite} Sprite instance itself.
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*/
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/*
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static makeGraphic(width: number, height: number, color: string = 'rgb(255,255,255)'): Sprite {
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this._texture = null;
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this.width = width;
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this.height = height;
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this.fillColor = color;
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this._dynamicTexture = false;
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return this;
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}
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*/
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}
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} |