phaser/src/gameobjects/components/Alpha.js
2018-06-26 23:19:14 +01:00

289 lines
7 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Clamp = require('../../math/Clamp');
// bitmask flag for GameObject.renderMask
var _FLAG = 2; // 0010
/**
* Provides methods used for setting the alpha properties of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Alpha
* @since 3.0.0
*/
var Alpha = {
/**
* Private internal value. Holds the global alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alpha
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alpha: 1,
/**
* Private internal value. Holds the top-left alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaTL
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaTL: 1,
/**
* Private internal value. Holds the top-right alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaTR
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaTR: 1,
/**
* Private internal value. Holds the bottom-left alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaBL
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaBL: 1,
/**
* Private internal value. Holds the bottom-right alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaBR
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaBR: 1,
/**
* Clears all alpha values associated with this Game Object.
*
* Immediately sets the alpha levels back to 1 (fully opaque).
*
* @method Phaser.GameObjects.Components.Alpha#clearAlpha
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
clearAlpha: function ()
{
return this.setAlpha(1);
},
/**
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
*
* If your game is running under WebGL you can optionally specify four different alpha values, each of which
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used.
*
* @method Phaser.GameObjects.Components.Alpha#setAlpha
* @since 3.0.0
*
* @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.
* @param {number} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only.
* @param {number} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
* @param {number} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
*
* @return {this} This Game Object instance.
*/
setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
{
if (topLeft === undefined) { topLeft = 1; }
// Treat as if there is only one alpha value for the whole Game Object
if (topRight === undefined)
{
this.alpha = topLeft;
}
else
{
this._alphaTL = Clamp(topLeft, 0, 1);
this._alphaTR = Clamp(topRight, 0, 1);
this._alphaBL = Clamp(bottomLeft, 0, 1);
this._alphaBR = Clamp(bottomRight, 0, 1);
}
return this;
},
/**
* The alpha value of the Game Object.
*
* This is a global value, impacting the entire Game Object, not just a region of it.
*
* @name Phaser.GameObjects.Components.Alpha#alpha
* @type {number}
* @since 3.0.0
*/
alpha: {
get: function ()
{
return this._alpha;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alpha = v;
this._alphaTL = v;
this._alphaTR = v;
this._alphaBL = v;
this._alphaBR = v;
if (v === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the top-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaTopLeft
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaTopLeft: {
get: function ()
{
return this._alphaTL;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaTL = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the top-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaTopRight
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaTopRight: {
get: function ()
{
return this._alphaTR;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaTR = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the bottom-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaBottomLeft: {
get: function ()
{
return this._alphaBL;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaBL = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the bottom-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaBottomRight
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaBottomRight: {
get: function ()
{
return this._alphaBR;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaBR = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
}
};
module.exports = Alpha;