mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
663 lines
19 KiB
JavaScript
663 lines
19 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 CanvasPool = require('../../display/canvas/CanvasPool');
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var Class = require('../../utils/Class');
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var Components = require('../components');
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var GameEvents = require('../../core/events');
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var GameObject = require('../GameObject');
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var GetPowerOfTwo = require('../../math/pow2/GetPowerOfTwo');
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var Smoothing = require('../../display/canvas/Smoothing');
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var TileSpriteRender = require('./TileSpriteRender');
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var Vector2 = require('../../math/Vector2');
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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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* @classdesc
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* A TileSprite is a Sprite that has a repeating texture.
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*
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* The texture can be scrolled and scaled independently of the TileSprite itself. Textures will automatically wrap and
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* are designed so that you can create game backdrops using seamless textures as a source.
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*
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* You shouldn't ever create a TileSprite any larger than your actual canvas size. If you want to create a large repeating background
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* that scrolls across the whole map of your game, then you create a TileSprite that fits the canvas size and then use the `tilePosition`
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* property to scroll the texture as the player moves. If you create a TileSprite that is thousands of pixels in size then it will
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* consume huge amounts of memory and cause performance issues. Remember: use `tilePosition` to scroll your texture and `tileScale` to
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* adjust the scale of the texture - don't resize the sprite itself or make it larger than it needs.
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*
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* An important note about Tile Sprites and NPOT textures: Internally, TileSprite textures use GL_REPEAT to provide
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* seamless repeating of the textures. This, combined with the way in which the textures are handled in WebGL, means
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* they need to be POT (power-of-two) sizes in order to wrap. If you provide a NPOT (non power-of-two) texture to a
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* TileSprite it will generate a POT sized canvas and draw your texture to it, scaled up to the POT size. It's then
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* scaled back down again during rendering to the original dimensions. While this works, in that it allows you to use
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* any size texture for a Tile Sprite, it does mean that NPOT textures are going to appear anti-aliased when rendered,
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* due to the interpolation that took place when it was resized into a POT texture. This is especially visible in
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* pixel art graphics. If you notice it and it becomes an issue, the only way to avoid it is to ensure that you
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* provide POT textures for Tile Sprites.
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*
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* @class TileSprite
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* @extends Phaser.GameObjects.GameObject
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* @memberof Phaser.GameObjects
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* @constructor
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* @since 3.0.0
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*
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* @extends Phaser.GameObjects.Components.Alpha
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* @extends Phaser.GameObjects.Components.BlendMode
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* @extends Phaser.GameObjects.Components.ComputedSize
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* @extends Phaser.GameObjects.Components.Crop
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* @extends Phaser.GameObjects.Components.Depth
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* @extends Phaser.GameObjects.Components.Flip
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* @extends Phaser.GameObjects.Components.FX
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* @extends Phaser.GameObjects.Components.GetBounds
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* @extends Phaser.GameObjects.Components.Mask
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* @extends Phaser.GameObjects.Components.Origin
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* @extends Phaser.GameObjects.Components.Pipeline
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* @extends Phaser.GameObjects.Components.ScrollFactor
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* @extends Phaser.GameObjects.Components.Tint
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* @extends Phaser.GameObjects.Components.Transform
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* @extends Phaser.GameObjects.Components.Visible
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*
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {number} width - The width of the Game Object. If zero it will use the size of the texture frame.
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* @param {number} height - The height of the Game Object. If zero it will use the size of the texture frame.
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* @param {string} textureKey - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|number)} [frameKey] - An optional frame from the Texture this Game Object is rendering with.
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*/
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var TileSprite = new Class({
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Extends: GameObject,
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Mixins: [
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Components.Alpha,
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Components.BlendMode,
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Components.ComputedSize,
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Components.Crop,
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Components.Depth,
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Components.Flip,
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Components.FX,
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Components.GetBounds,
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Components.Mask,
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Components.Origin,
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Components.Pipeline,
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Components.ScrollFactor,
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Components.Tint,
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Components.Transform,
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Components.Visible,
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TileSpriteRender
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],
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initialize:
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function TileSprite (scene, x, y, width, height, textureKey, frameKey)
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{
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var renderer = scene.sys.renderer;
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GameObject.call(this, scene, 'TileSprite');
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var displayTexture = scene.sys.textures.get(textureKey);
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var displayFrame = displayTexture.get(frameKey);
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if (!width || !height)
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{
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width = displayFrame.width;
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height = displayFrame.height;
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}
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else
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{
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width = Math.floor(width);
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height = Math.floor(height);
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}
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/**
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* Internal tile position vector.
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*
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* @name Phaser.GameObjects.TileSprite#_tilePosition
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.12.0
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*/
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this._tilePosition = new Vector2();
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/**
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* Internal tile scale vector.
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*
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* @name Phaser.GameObjects.TileSprite#_tileScale
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* @type {Phaser.Math.Vector2}
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* @private
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* @since 3.12.0
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*/
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this._tileScale = new Vector2(1, 1);
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/**
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* Whether the Tile Sprite has changed in some way, requiring an re-render of its tile texture.
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*
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* Such changes include the texture frame and scroll position of the Tile Sprite.
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*
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* @name Phaser.GameObjects.TileSprite#dirty
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.dirty = false;
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/**
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* The renderer in use by this Tile Sprite.
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*
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* @name Phaser.GameObjects.TileSprite#renderer
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* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
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* @since 3.0.0
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*/
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this.renderer = renderer;
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/**
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* The Canvas element that the TileSprite renders its fill pattern in to.
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* Only used in Canvas mode.
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*
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* @name Phaser.GameObjects.TileSprite#canvas
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* @type {?HTMLCanvasElement}
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* @since 3.12.0
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*/
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this.canvas = CanvasPool.create(this, width, height);
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/**
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* The Context of the Canvas element that the TileSprite renders its fill pattern in to.
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* Only used in Canvas mode.
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*
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* @name Phaser.GameObjects.TileSprite#context
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* @type {CanvasRenderingContext2D}
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* @since 3.12.0
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*/
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this.context = this.canvas.getContext('2d');
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/**
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* The Texture the TileSprite is using as its fill pattern.
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*
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* @name Phaser.GameObjects.TileSprite#displayTexture
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* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
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* @private
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* @since 3.12.0
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*/
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this.displayTexture = displayTexture;
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/**
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* The Frame the TileSprite is using as its fill pattern.
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*
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* @name Phaser.GameObjects.TileSprite#displayFrame
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* @type {Phaser.Textures.Frame}
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* @private
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* @since 3.12.0
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*/
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this.displayFrame = displayFrame;
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/**
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* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
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*
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* @name Phaser.GameObjects.TileSprite#_crop
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* @type {object}
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* @private
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* @since 3.12.0
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*/
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this._crop = this.resetCropObject();
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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.TileSprite#texture
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* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
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* @since 3.0.0
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*/
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this.texture = scene.sys.textures.addCanvas(null, this.canvas, true);
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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.TileSprite#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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this.frame = this.texture.get();
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/**
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* The next power of two value from the width of the Fill Pattern frame.
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*
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* @name Phaser.GameObjects.TileSprite#potWidth
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* @type {number}
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* @since 3.0.0
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*/
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this.potWidth = GetPowerOfTwo(displayFrame.width);
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/**
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* The next power of two value from the height of the Fill Pattern frame.
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*
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* @name Phaser.GameObjects.TileSprite#potHeight
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* @type {number}
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* @since 3.0.0
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*/
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this.potHeight = GetPowerOfTwo(displayFrame.height);
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/**
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* The Canvas that the TileSprites texture is rendered to.
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* This is used to create a WebGL texture from.
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*
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* @name Phaser.GameObjects.TileSprite#fillCanvas
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* @type {HTMLCanvasElement}
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* @since 3.12.0
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*/
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this.fillCanvas = CanvasPool.create2D(this, this.potWidth, this.potHeight);
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/**
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* The Canvas Context used to render the TileSprites texture.
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*
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* @name Phaser.GameObjects.TileSprite#fillContext
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* @type {CanvasRenderingContext2D}
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* @since 3.12.0
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*/
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this.fillContext = this.fillCanvas.getContext('2d');
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/**
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* The texture that the Tile Sprite is rendered to, which is then rendered to a Scene.
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* In WebGL this is a WebGLTexture. In Canvas it's a Canvas Fill Pattern.
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*
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* @name Phaser.GameObjects.TileSprite#fillPattern
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* @type {?(WebGLTexture|CanvasPattern)}
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* @since 3.12.0
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*/
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this.fillPattern = null;
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this.setPosition(x, y);
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this.setSize(width, height);
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this.setFrame(frameKey);
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this.setOriginFromFrame();
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this.initPipeline();
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scene.sys.game.events.on(GameEvents.CONTEXT_RESTORED, this.onContextRestored, this);
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},
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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.TileSprite#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|number)} [frame] - The name or index of the frame within the Texture.
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*
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* @return {this} 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.displayTexture = 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.TileSprite#setFrame
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* @since 3.0.0
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*
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* @param {(string|number)} frame - The name or index of the frame within the Texture.
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*
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* @return {this} This Game Object instance.
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*/
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setFrame: function (frame)
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{
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var newFrame = this.displayTexture.get(frame);
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this.potWidth = GetPowerOfTwo(newFrame.width);
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this.potHeight = GetPowerOfTwo(newFrame.height);
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// So updateCanvas is triggered
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this.canvas.width = 0;
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if (!newFrame.cutWidth || !newFrame.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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this.displayFrame = newFrame;
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this.dirty = true;
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this.updateTileTexture();
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return this;
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},
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/**
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* Sets {@link Phaser.GameObjects.TileSprite#tilePositionX} and {@link Phaser.GameObjects.TileSprite#tilePositionY}.
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*
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* @method Phaser.GameObjects.TileSprite#setTilePosition
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* @since 3.3.0
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*
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* @param {number} [x] - The x position of this sprite's tiling texture.
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* @param {number} [y] - The y position of this sprite's tiling texture.
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*
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* @return {this} This Tile Sprite instance.
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*/
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setTilePosition: function (x, y)
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{
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if (x !== undefined)
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{
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this.tilePositionX = x;
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}
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if (y !== undefined)
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{
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this.tilePositionY = y;
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}
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return this;
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},
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/**
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* Sets {@link Phaser.GameObjects.TileSprite#tileScaleX} and {@link Phaser.GameObjects.TileSprite#tileScaleY}.
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*
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* @method Phaser.GameObjects.TileSprite#setTileScale
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* @since 3.12.0
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*
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* @param {number} [x] - The horizontal scale of the tiling texture. If not given it will use the current `tileScaleX` value.
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* @param {number} [y=x] - The vertical scale of the tiling texture. If not given it will use the `x` value.
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*
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* @return {this} This Tile Sprite instance.
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*/
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setTileScale: function (x, y)
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{
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if (x === undefined) { x = this.tileScaleX; }
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if (y === undefined) { y = x; }
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this.tileScaleX = x;
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this.tileScaleY = y;
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return this;
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},
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/**
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* Render the tile texture if it is dirty, or if the frame has changed.
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*
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* @method Phaser.GameObjects.TileSprite#updateTileTexture
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* @private
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* @since 3.0.0
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*/
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updateTileTexture: function ()
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{
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if (!this.dirty || !this.renderer)
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{
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return;
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}
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// Draw the displayTexture to our fillCanvas
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var frame = this.displayFrame;
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if (frame.source.isRenderTexture || frame.source.isGLTexture)
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{
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console.warn('TileSprites can only use Image or Canvas based textures');
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this.dirty = false;
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return;
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}
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var ctx = this.fillContext;
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var canvas = this.fillCanvas;
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var fw = this.potWidth;
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var fh = this.potHeight;
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if (!this.renderer || !this.renderer.gl)
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{
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fw = frame.cutWidth;
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fh = frame.cutHeight;
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}
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ctx.clearRect(0, 0, fw, fh);
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canvas.width = fw;
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canvas.height = fh;
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ctx.drawImage(
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frame.source.image,
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frame.cutX, frame.cutY,
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frame.cutWidth, frame.cutHeight,
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0, 0,
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fw, fh
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);
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if (this.renderer && this.renderer.gl)
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{
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this.fillPattern = this.renderer.canvasToTexture(canvas, this.fillPattern);
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}
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else
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{
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this.fillPattern = ctx.createPattern(canvas, 'repeat');
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}
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this.updateCanvas();
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this.dirty = false;
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},
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/**
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* Draw the fill pattern to the internal canvas.
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*
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* @method Phaser.GameObjects.TileSprite#updateCanvas
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* @private
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* @since 3.12.0
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*/
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updateCanvas: function ()
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{
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var canvas = this.canvas;
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if (canvas.width !== this.width || canvas.height !== this.height)
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{
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canvas.width = this.width;
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canvas.height = this.height;
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this.frame.setSize(this.width, this.height);
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this.updateDisplayOrigin();
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this.dirty = true;
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}
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if (!this.dirty || this.renderer && this.renderer.gl)
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{
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this.dirty = false;
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return;
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}
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var ctx = this.context;
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if (!this.scene.sys.game.config.antialias)
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{
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Smoothing.disable(ctx);
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}
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var scaleX = this._tileScale.x;
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var scaleY = this._tileScale.y;
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var positionX = this._tilePosition.x;
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var positionY = this._tilePosition.y;
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ctx.clearRect(0, 0, this.width, this.height);
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ctx.save();
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ctx.scale(scaleX, scaleY);
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ctx.translate(-positionX, -positionY);
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ctx.fillStyle = this.fillPattern;
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ctx.fillRect(positionX, positionY, this.width / scaleX, this.height / scaleY);
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ctx.restore();
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this.dirty = false;
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},
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/**
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* Internal context-restored handler.
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*
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* @method Phaser.GameObjects.TileSprite#onContextRestored
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* @protected
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* @since 3.60.0
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*/
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onContextRestored: function (renderer)
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{
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if (!renderer)
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{
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return;
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}
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var gl = renderer.gl;
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this.dirty = true;
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this.fillPattern = null;
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this.fillPattern = renderer.createTexture2D(0, gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT, gl.RGBA, this.fillCanvas, this.potWidth, this.potHeight);
|
|
},
|
|
|
|
/**
|
|
* Internal destroy handler, called as part of the destroy process.
|
|
*
|
|
* @method Phaser.GameObjects.TileSprite#preDestroy
|
|
* @protected
|
|
* @since 3.9.0
|
|
*/
|
|
preDestroy: function ()
|
|
{
|
|
if (this.renderer && this.renderer.gl)
|
|
{
|
|
this.renderer.deleteTexture(this.fillPattern);
|
|
}
|
|
|
|
CanvasPool.remove(this.canvas);
|
|
CanvasPool.remove(this.fillCanvas);
|
|
|
|
this.fillPattern = null;
|
|
this.fillContext = null;
|
|
this.fillCanvas = null;
|
|
|
|
this.displayTexture = null;
|
|
this.displayFrame = null;
|
|
|
|
this.texture.destroy();
|
|
|
|
this.renderer = null;
|
|
|
|
this.scene.sys.game.events.off(GameEvents.CONTEXT_RESTORED, this.onContextRestored, this);
|
|
},
|
|
|
|
/**
|
|
* The horizontal scroll position of the Tile Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.TileSprite#tilePositionX
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
tilePositionX: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tilePosition.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tilePosition.x = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The vertical scroll position of the Tile Sprite.
|
|
*
|
|
* @name Phaser.GameObjects.TileSprite#tilePositionY
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
tilePositionY: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tilePosition.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tilePosition.y = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The horizontal scale of the Tile Sprite texture.
|
|
*
|
|
* @name Phaser.GameObjects.TileSprite#tileScaleX
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.11.0
|
|
*/
|
|
tileScaleX: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tileScale.x;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tileScale.x = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* The vertical scale of the Tile Sprite texture.
|
|
*
|
|
* @name Phaser.GameObjects.TileSprite#tileScaleY
|
|
* @type {number}
|
|
* @default 1
|
|
* @since 3.11.0
|
|
*/
|
|
tileScaleY: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._tileScale.y;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._tileScale.y = value;
|
|
this.dirty = true;
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
module.exports = TileSprite;
|