mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 20:13:35 +00:00
93 lines
2.4 KiB
JavaScript
93 lines
2.4 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 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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/**
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* A Blitter Game Object.
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*
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* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
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* These objects can be thought of as just texture frames with a transform, and nothing more.
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* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
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* They are essentially just texture renderers, and the Blitter object creates and manages them.
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*
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* @class
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*/
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Phaser.GameObject.Blitter = function (state, parent)
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{
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Phaser.GameObject.call(this, state, 0, 0, null, null, parent);
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this.type = Phaser.BLITTER;
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this.children = new Phaser.Component.Children(this);
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};
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Phaser.GameObject.Blitter.prototype = Object.create(Phaser.GameObject.prototype);
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Phaser.GameObject.Blitter.prototype.constructor = Phaser.GameObject.Blitter;
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Phaser.GameObject.Blitter.prototype.preUpdate = function ()
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{
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if (this.parent)
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{
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this.color.worldAlpha = this.parent.color.worldAlpha;
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}
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};
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Phaser.GameObject.Blitter.prototype.create = function (x, y, key, frame, visible, index)
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{
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if (visible === undefined) { visible = true; }
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if (index === undefined) { index = 0; }
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var bob = new Phaser.GameObject.Blitter.Bob(this, x, y, key, frame, visible);
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this.children.addAt(bob, index, false);
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return bob;
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};
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Phaser.GameObject.Blitter.prototype.createFromCallback = function (callback, quantity, key, frame, visible)
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{
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var bobs = this.createMultiple(quantity, key, frame, visible);
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for (var i = 0; i < bobs.length; i++)
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{
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var bob = bobs[i];
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callback.call(this, bob, i);
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}
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return bobs;
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};
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Phaser.GameObject.Blitter.prototype.createMultiple = function (quantity, key, frame, visible)
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{
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if (frame === undefined) { frame = 0; }
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if (visible === undefined) { visible = true; }
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if (!Array.isArray(key))
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{
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key = [ key ];
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}
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if (!Array.isArray(frame))
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{
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frame = [ frame ];
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}
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var bobs = [];
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var _this = this;
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key.forEach(function (singleKey)
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{
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frame.forEach(function (singleFrame)
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{
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for (var i = 0; i < quantity; i++)
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{
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bobs.push(_this.create(0, 0, singleKey, singleFrame, visible));
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}
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});
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});
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return bobs;
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};
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