mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
289 lines
6.9 KiB
JavaScript
289 lines
6.9 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2022 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 Clamp = require('../../math/Clamp');
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// bitmask flag for GameObject.renderMask
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var _FLAG = 2; // 0010
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/**
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* Provides methods used for setting the alpha properties of a Game Object.
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* Should be applied as a mixin and not used directly.
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*
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* @namespace Phaser.GameObjects.Components.Alpha
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* @since 3.0.0
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*/
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var Alpha = {
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/**
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* Private internal value. Holds the global alpha value.
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*
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* @name Phaser.GameObjects.Components.Alpha#_alpha
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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_alpha: 1,
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/**
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* Private internal value. Holds the top-left alpha value.
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*
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* @name Phaser.GameObjects.Components.Alpha#_alphaTL
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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_alphaTL: 1,
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/**
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* Private internal value. Holds the top-right alpha value.
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*
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* @name Phaser.GameObjects.Components.Alpha#_alphaTR
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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_alphaTR: 1,
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/**
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* Private internal value. Holds the bottom-left alpha value.
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*
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* @name Phaser.GameObjects.Components.Alpha#_alphaBL
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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_alphaBL: 1,
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/**
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* Private internal value. Holds the bottom-right alpha value.
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*
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* @name Phaser.GameObjects.Components.Alpha#_alphaBR
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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_alphaBR: 1,
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/**
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* Clears all alpha values associated with this Game Object.
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*
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* Immediately sets the alpha levels back to 1 (fully opaque).
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*
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* @method Phaser.GameObjects.Components.Alpha#clearAlpha
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* @since 3.0.0
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*
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* @return {this} This Game Object instance.
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*/
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clearAlpha: function ()
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{
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return this.setAlpha(1);
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},
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/**
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* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
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* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
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*
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* If your game is running under WebGL you can optionally specify four different alpha values, each of which
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* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used.
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*
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* @method Phaser.GameObjects.Components.Alpha#setAlpha
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* @since 3.0.0
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*
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* @param {number} [topLeft=1] - The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.
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* @param {number} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only.
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* @param {number} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
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* @param {number} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
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*
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* @return {this} This Game Object instance.
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*/
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setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
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{
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if (topLeft === undefined) { topLeft = 1; }
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// Treat as if there is only one alpha value for the whole Game Object
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if (topRight === undefined)
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{
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this.alpha = topLeft;
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}
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else
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{
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this._alphaTL = Clamp(topLeft, 0, 1);
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this._alphaTR = Clamp(topRight, 0, 1);
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this._alphaBL = Clamp(bottomLeft, 0, 1);
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this._alphaBR = Clamp(bottomRight, 0, 1);
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}
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return this;
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},
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/**
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* The alpha value of the Game Object.
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*
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* This is a global value, impacting the entire Game Object, not just a region of it.
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*
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* @name Phaser.GameObjects.Components.Alpha#alpha
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* @type {number}
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* @since 3.0.0
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*/
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alpha: {
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get: function ()
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{
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return this._alpha;
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},
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set: function (value)
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{
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var v = Clamp(value, 0, 1);
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this._alpha = v;
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this._alphaTL = v;
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this._alphaTR = v;
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this._alphaBL = v;
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this._alphaBR = v;
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if (v === 0)
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{
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this.renderFlags &= ~_FLAG;
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}
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else
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{
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this.renderFlags |= _FLAG;
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}
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}
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},
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/**
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* The alpha value starting from the top-left of the Game Object.
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* This value is interpolated from the corner to the center of the Game Object.
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*
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* @name Phaser.GameObjects.Components.Alpha#alphaTopLeft
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* @type {number}
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* @webglOnly
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* @since 3.0.0
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*/
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alphaTopLeft: {
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get: function ()
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{
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return this._alphaTL;
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},
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set: function (value)
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{
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var v = Clamp(value, 0, 1);
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this._alphaTL = v;
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if (v !== 0)
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{
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this.renderFlags |= _FLAG;
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}
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}
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},
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/**
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* The alpha value starting from the top-right of the Game Object.
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* This value is interpolated from the corner to the center of the Game Object.
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*
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* @name Phaser.GameObjects.Components.Alpha#alphaTopRight
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* @type {number}
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* @webglOnly
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* @since 3.0.0
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*/
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alphaTopRight: {
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get: function ()
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{
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return this._alphaTR;
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},
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set: function (value)
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{
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var v = Clamp(value, 0, 1);
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this._alphaTR = v;
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if (v !== 0)
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{
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this.renderFlags |= _FLAG;
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}
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}
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},
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/**
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* The alpha value starting from the bottom-left of the Game Object.
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* This value is interpolated from the corner to the center of the Game Object.
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*
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* @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft
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* @type {number}
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* @webglOnly
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* @since 3.0.0
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*/
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alphaBottomLeft: {
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get: function ()
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{
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return this._alphaBL;
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},
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set: function (value)
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{
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var v = Clamp(value, 0, 1);
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this._alphaBL = v;
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if (v !== 0)
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{
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this.renderFlags |= _FLAG;
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}
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}
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},
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/**
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* The alpha value starting from the bottom-right of the Game Object.
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* This value is interpolated from the corner to the center of the Game Object.
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*
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* @name Phaser.GameObjects.Components.Alpha#alphaBottomRight
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* @type {number}
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* @webglOnly
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* @since 3.0.0
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*/
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alphaBottomRight: {
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get: function ()
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{
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return this._alphaBR;
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},
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set: function (value)
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{
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var v = Clamp(value, 0, 1);
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this._alphaBR = v;
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if (v !== 0)
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{
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this.renderFlags |= _FLAG;
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}
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}
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}
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};
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module.exports = Alpha;
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