mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 04:33:31 +00:00
152 lines
5.2 KiB
JavaScript
152 lines
5.2 KiB
JavaScript
/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2020 Photon Storm Ltd.
|
|
* @license {@link https://opensource.org/licenses/MIT|MIT License}
|
|
*/
|
|
|
|
var Class = require('../../utils/Class');
|
|
var Components = require('./components');
|
|
var Image = require('../../gameobjects/image/Image');
|
|
|
|
/**
|
|
* @classdesc
|
|
* An Impact Physics Image Game Object.
|
|
*
|
|
* An Image is a light-weight Game Object useful for the display of static images in your game,
|
|
* such as logos, backgrounds, scenery or other non-animated elements. Images can have input
|
|
* events and physics bodies, or be tweened, tinted or scrolled. The main difference between an
|
|
* Image and a Sprite is that you cannot animate an Image as they do not have the Animation component.
|
|
*
|
|
* @class ImpactImage
|
|
* @extends Phaser.GameObjects.Image
|
|
* @memberof Phaser.Physics.Impact
|
|
* @constructor
|
|
* @since 3.0.0
|
|
*
|
|
* @extends Phaser.Physics.Impact.Components.Acceleration
|
|
* @extends Phaser.Physics.Impact.Components.BodyScale
|
|
* @extends Phaser.Physics.Impact.Components.BodyType
|
|
* @extends Phaser.Physics.Impact.Components.Bounce
|
|
* @extends Phaser.Physics.Impact.Components.CheckAgainst
|
|
* @extends Phaser.Physics.Impact.Components.Collides
|
|
* @extends Phaser.Physics.Impact.Components.Debug
|
|
* @extends Phaser.Physics.Impact.Components.Friction
|
|
* @extends Phaser.Physics.Impact.Components.Gravity
|
|
* @extends Phaser.Physics.Impact.Components.Offset
|
|
* @extends Phaser.Physics.Impact.Components.SetGameObject
|
|
* @extends Phaser.Physics.Impact.Components.Velocity
|
|
* @extends Phaser.GameObjects.Components.Alpha
|
|
* @extends Phaser.GameObjects.Components.BlendMode
|
|
* @extends Phaser.GameObjects.Components.Depth
|
|
* @extends Phaser.GameObjects.Components.Flip
|
|
* @extends Phaser.GameObjects.Components.GetBounds
|
|
* @extends Phaser.GameObjects.Components.Origin
|
|
* @extends Phaser.GameObjects.Components.Pipeline
|
|
* @extends Phaser.GameObjects.Components.ScrollFactor
|
|
* @extends Phaser.GameObjects.Components.Size
|
|
* @extends Phaser.GameObjects.Components.Texture
|
|
* @extends Phaser.GameObjects.Components.Tint
|
|
* @extends Phaser.GameObjects.Components.Transform
|
|
* @extends Phaser.GameObjects.Components.Visible
|
|
*
|
|
* @param {Phaser.Physics.Impact.World} world - The physics world of the Impact physics system.
|
|
* @param {number} x - The horizontal position of this Game Object in the world.
|
|
* @param {number} y - The vertical position of this Game Object in the world.
|
|
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
|
|
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
|
|
*/
|
|
var ImpactImage = new Class({
|
|
|
|
Extends: Image,
|
|
|
|
Mixins: [
|
|
Components.Acceleration,
|
|
Components.BodyScale,
|
|
Components.BodyType,
|
|
Components.Bounce,
|
|
Components.CheckAgainst,
|
|
Components.Collides,
|
|
Components.Debug,
|
|
Components.Friction,
|
|
Components.Gravity,
|
|
Components.Offset,
|
|
Components.SetGameObject,
|
|
Components.Velocity
|
|
],
|
|
|
|
initialize:
|
|
|
|
function ImpactImage (world, x, y, texture, frame)
|
|
{
|
|
Image.call(this, world.scene, x, y, texture, frame);
|
|
|
|
/**
|
|
* The Physics Body linked to an ImpactImage.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#body
|
|
* @type {Phaser.Physics.Impact.Body}
|
|
* @since 3.0.0
|
|
*/
|
|
this.body = world.create(x - this.frame.centerX, y - this.frame.centerY, this.width, this.height);
|
|
|
|
this.body.parent = this;
|
|
this.body.gameObject = this;
|
|
|
|
/**
|
|
* The size of the physics Body.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#size
|
|
* @type {{x: number, y: number}}
|
|
* @since 3.0.0
|
|
*/
|
|
this.size = this.body.size;
|
|
|
|
/**
|
|
* The X and Y offset of the Body from the left and top of the Image.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#offset
|
|
* @type {{x: number, y: number}}
|
|
* @since 3.0.0
|
|
*/
|
|
this.offset = this.body.offset;
|
|
|
|
/**
|
|
* The velocity, or rate of change the Body's position. Measured in pixels per second.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#vel
|
|
* @type {{x: number, y: number}}
|
|
* @since 3.0.0
|
|
*/
|
|
this.vel = this.body.vel;
|
|
|
|
/**
|
|
* The acceleration is the rate of change of the velocity. Measured in pixels per second squared.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#accel
|
|
* @type {{x: number, y: number}}
|
|
* @since 3.0.0
|
|
*/
|
|
this.accel = this.body.accel;
|
|
|
|
/**
|
|
* Friction between colliding bodies.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#friction
|
|
* @type {{x: number, y: number}}
|
|
* @since 3.0.0
|
|
*/
|
|
this.friction = this.body.friction;
|
|
|
|
/**
|
|
* The maximum velocity of the body.
|
|
*
|
|
* @name Phaser.Physics.Impact.ImpactImage#maxVel
|
|
* @type {{x: number, y: number}}
|
|
* @since 3.0.0
|
|
*/
|
|
this.maxVel = this.body.maxVel;
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = ImpactImage;
|