mirror of
https://github.com/photonstorm/phaser
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94 lines
2.5 KiB
JavaScript
94 lines
2.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 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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// bitmask flag for GameObject.renderMask
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var _FLAG = 8; // 1000
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/**
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* Provides methods used for getting and setting the texture of a Game Object.
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*
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* @name Phaser.GameObjects.Components.Texture
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* @since 3.0.0
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*/
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var Texture = {
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/**
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* The Texture this Game Object is using to render with.
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*
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* @name Phaser.GameObjects.Components.Texture#texture
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* @type {Phaser.Textures.Texture}
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* @since 3.0.0
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*/
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texture: null,
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/**
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* The Texture Frame this Game Object is using to render with.
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*
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* @name Phaser.GameObjects.Components.Texture#frame
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* @type {Phaser.Textures.Frame}
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* @since 3.0.0
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*/
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frame: null,
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/**
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* Sets the texture and frame this Game Object will use to render with.
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*
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* Textures are referenced by their string-based keys, as stored in the Texture Manager.
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*
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* @method Phaser.GameObjects.Components.Texture#setTexture
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* @since 3.0.0
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*
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* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
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* @param {string|integer} [frame] - The name or index of the frame within the Texture.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setTexture: function (key, frame)
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{
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this.texture = this.scene.sys.textures.get(key);
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return this.setFrame(frame);
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},
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/**
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* Sets the frame this Game Object will use to render with.
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*
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* The Frame has to belong to the current Texture being used.
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*
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* It can be either a string or an index.
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*
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* @method Phaser.GameObjects.Components.Texture#setFrame
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* @since 3.0.0
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*
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* @param {string|integer} frame - The name or index of the frame within the Texture.
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*
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* @return {Phaser.GameObjects.GameObject} This Game Object instance.
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*/
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setFrame: function (frame)
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{
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this.frame = this.texture.get(frame);
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if (!this.frame.cutWidth || !this.frame.cutHeight)
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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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if (this.frame.customPivot)
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{
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this.setOrigin(this.frame.pivotX, this.frame.pivotY);
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}
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return this;
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}
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};
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module.exports = Texture;
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