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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
1217 lines
30 KiB
HTML
1217 lines
30 KiB
HTML
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<h1 class="page-title">Source: gameobjects/Image.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 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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* @class Phaser.Image
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*
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* @classdesc Create a new `Image` object. An Image is a light-weight object you can use to display anything that doesn't need physics or animation.
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* It can still rotate, scale, crop and receive input events. This makes it perfect for logos, backgrounds, simple buttons and other non-Sprite graphics.
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*
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {number} x - The x coordinate of the Imaget. The coordinate is relative to any parent container this Image may be in.
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* @param {number} y - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
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* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - The texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
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*/
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Phaser.Image = function (game, x, y, key, frame) {
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x = x || 0;
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y = y || 0;
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key = key || null;
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frame = frame || null;
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/**
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* @property {Phaser.Game} game - A reference to the currently running Game.
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*/
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this.game = game;
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/**
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* @property {boolean} exists - If exists = false then the Image isn't updated by the core game loop.
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* @default
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*/
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this.exists = true;
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/**
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* @property {string} name - The user defined name given to this Image.
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* @default
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*/
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this.name = '';
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/**
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* @property {number} type - The const type of this object.
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* @readonly
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*/
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this.type = Phaser.IMAGE;
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/**
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* @property {Phaser.Events} events - The Events you can subscribe to that are dispatched when certain things happen on this Image or its components.
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*/
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this.events = new Phaser.Events(this);
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/**
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* @property {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
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*/
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this.key = key;
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/**
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* @property {number} _frame - Internal cache var.
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* @private
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*/
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this._frame = 0;
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/**
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* @property {string} _frameName - Internal cache var.
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* @private
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*/
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this._frameName = '';
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PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
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this.loadTexture(key, frame);
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this.position.set(x, y);
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/**
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* @property {Phaser.Point} world - The world coordinates of this Image. This differs from the x/y coordinates which are relative to the Images container.
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*/
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this.world = new Phaser.Point(x, y);
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/**
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* Should this Image be automatically culled if out of range of the camera?
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* A culled sprite has its renderable property set to 'false'.
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* Be advised this is quite an expensive operation, as it has to calculate the bounds of the object every frame, so only enable it if you really need it.
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*
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* @property {boolean} autoCull - A flag indicating if the Image should be automatically camera culled or not.
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* @default
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*/
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this.autoCull = false;
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/**
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* @property {Phaser.InputHandler|null} input - The Input Handler for this object. Needs to be enabled with image.inputEnabled = true before you can use it.
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*/
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this.input = null;
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/**
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* @property {Phaser.Point} cameraOffset - If this object is fixedToCamera then this stores the x/y offset that its drawn at, from the top-left of the camera view.
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*/
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this.cameraOffset = new Phaser.Point();
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/**
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* A small internal cache:
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* 0 = previous position.x
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* 1 = previous position.y
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* 2 = previous rotation
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* 3 = renderID
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* 4 = fresh? (0 = no, 1 = yes)
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* 5 = outOfBoundsFired (0 = no, 1 = yes)
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* 6 = exists (0 = no, 1 = yes)
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* 7 = fixed to camera (0 = no, 1 = yes)
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* @property {Int16Array} _cache
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* @private
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*/
|
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this._cache = new Int16Array([0, 0, 0, 0, 1, 0, 1, 0]);
|
|
|
|
};
|
|
|
|
Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
|
|
Phaser.Image.prototype.constructor = Phaser.Image;
|
|
|
|
/**
|
|
* Automatically called by World.preUpdate.
|
|
*
|
|
* @method Phaser.Image#preUpdate
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.preUpdate = function() {
|
|
|
|
this._cache[0] = this.world.x;
|
|
this._cache[1] = this.world.y;
|
|
this._cache[2] = this.rotation;
|
|
|
|
if (!this.exists || !this.parent.exists)
|
|
{
|
|
this.renderOrderID = -1;
|
|
return false;
|
|
}
|
|
|
|
if (this.autoCull)
|
|
{
|
|
// Won't get rendered but will still get its transform updated
|
|
this.renderable = this.game.world.camera.screenView.intersects(this.getBounds());
|
|
}
|
|
|
|
this.world.setTo(this.game.camera.x + this.worldTransform[2], this.game.camera.y + this.worldTransform[5]);
|
|
|
|
if (this.visible)
|
|
{
|
|
this._cache[3] = this.game.world.currentRenderOrderID++;
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
/**
|
|
* Override and use this function in your own custom objects to handle any update requirements you may have.
|
|
*
|
|
* @method Phaser.Image#update
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.update = function() {
|
|
|
|
}
|
|
|
|
/**
|
|
* Internal function called by the World postUpdate cycle.
|
|
*
|
|
* @method Phaser.Image#postUpdate
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.postUpdate = function() {
|
|
|
|
if (this.key instanceof Phaser.BitmapData && this.key._dirty)
|
|
{
|
|
this.key.render();
|
|
}
|
|
|
|
// Fixed to Camera?
|
|
if (this._cache[7] === 1)
|
|
{
|
|
this.position.x = this.game.camera.view.x + this.cameraOffset.x;
|
|
this.position.y = this.game.camera.view.y + this.cameraOffset.y;
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
|
|
* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
|
|
*
|
|
* @method Phaser.Image#loadTexture
|
|
* @memberof Phaser.Image
|
|
* @param {string|Phaser.RenderTexture|Phaser.BitmapData|PIXI.Texture} key - This is the image or texture used by the Image during rendering. It can be a string which is a reference to the Cache entry, or an instance of a RenderTexture, BitmapData or PIXI.Texture.
|
|
* @param {string|number} frame - If this Image is using part of a sprite sheet or texture atlas you can specify the exact frame to use by giving a string or numeric index.
|
|
*/
|
|
Phaser.Image.prototype.loadTexture = function (key, frame) {
|
|
|
|
frame = frame || 0;
|
|
|
|
if (key instanceof Phaser.RenderTexture)
|
|
{
|
|
this.key = key.key;
|
|
this.setTexture(key);
|
|
return;
|
|
}
|
|
else if (key instanceof Phaser.BitmapData)
|
|
{
|
|
this.key = key.key;
|
|
this.setTexture(key.texture);
|
|
return;
|
|
}
|
|
else if (key instanceof PIXI.Texture)
|
|
{
|
|
this.key = key;
|
|
this.setTexture(key);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (key === null || typeof key === 'undefined')
|
|
{
|
|
this.key = '__default';
|
|
this.setTexture(PIXI.TextureCache[this.key]);
|
|
return;
|
|
}
|
|
else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
|
|
{
|
|
this.key = '__missing';
|
|
this.setTexture(PIXI.TextureCache[this.key]);
|
|
return;
|
|
}
|
|
|
|
if (this.game.cache.isSpriteSheet(key))
|
|
{
|
|
this.key = key;
|
|
|
|
var frameData = this.game.cache.getFrameData(key);
|
|
|
|
if (typeof frame === 'string')
|
|
{
|
|
this._frame = 0;
|
|
this._frameName = frame;
|
|
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(frame).uuid]);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
this._frame = frame;
|
|
this._frameName = '';
|
|
this.setTexture(PIXI.TextureCache[frameData.getFrame(frame).uuid]);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.key = key;
|
|
this.setTexture(PIXI.TextureCache[key]);
|
|
return;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Crop allows you to crop the texture used to display this Image.
|
|
* Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
|
|
*
|
|
* @method Phaser.Image#crop
|
|
* @memberof Phaser.Image
|
|
* @param {Phaser.Rectangle} rect - The Rectangle to crop the Image to. Pass null or no parameters to clear a previously set crop rectangle.
|
|
*/
|
|
Phaser.Image.prototype.crop = function(rect) {
|
|
|
|
if (typeof rect === 'undefined' || rect === null)
|
|
{
|
|
// Clear any crop that may be set
|
|
if (this.texture.hasOwnProperty('sourceWidth'))
|
|
{
|
|
this.texture.setFrame(new Phaser.Rectangle(0, 0, this.texture.sourceWidth, this.texture.sourceHeight));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Do we need to clone the PIXI.Texture object?
|
|
if (this.texture instanceof PIXI.Texture)
|
|
{
|
|
// Yup, let's rock it ...
|
|
var local = {};
|
|
|
|
Phaser.Utils.extend(true, local, this.texture);
|
|
|
|
local.sourceWidth = local.width;
|
|
local.sourceHeight = local.height;
|
|
local.frame = rect;
|
|
local.width = rect.width;
|
|
local.height = rect.height;
|
|
|
|
this.texture = local;
|
|
|
|
this.texture.updateFrame = true;
|
|
PIXI.Texture.frameUpdates.push(this.texture);
|
|
}
|
|
else
|
|
{
|
|
this.texture.setFrame(rect);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Brings a 'dead' Image back to life, optionally giving it the health value specified.
|
|
* A resurrected Image has its alive, exists and visible properties all set to true.
|
|
* It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.
|
|
*
|
|
* @method Phaser.Image#revive
|
|
* @memberof Phaser.Image
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.revive = function() {
|
|
|
|
this.alive = true;
|
|
this.exists = true;
|
|
this.visible = true;
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.onRevived.dispatch(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
|
|
* It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
|
|
* Note that killing a Image is a way for you to quickly recycle it in a Image pool, it doesn't free it up from memory.
|
|
* If you don't need this Image any more you should call Image.destroy instead.
|
|
*
|
|
* @method Phaser.Image#kill
|
|
* @memberof Phaser.Image
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.kill = function() {
|
|
|
|
this.alive = false;
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.onKilled.dispatch(this);
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
|
|
* and nulls its reference to game, freeing it up for garbage collection.
|
|
*
|
|
* @method Phaser.Image#destroy
|
|
* @memberof Phaser.Image
|
|
*/
|
|
Phaser.Image.prototype.destroy = function() {
|
|
|
|
if (this.filters)
|
|
{
|
|
this.filters = null;
|
|
}
|
|
|
|
if (this.parent)
|
|
{
|
|
this.parent.remove(this);
|
|
}
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.destroy();
|
|
}
|
|
|
|
if (this.input)
|
|
{
|
|
this.input.destroy();
|
|
}
|
|
|
|
this.alive = false;
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
this.game = null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Resets the Image. This places the Image at the given x/y world coordinates and then sets alive, exists, visible and renderable all to true.
|
|
*
|
|
* @method Phaser.Image#reset
|
|
* @memberof Phaser.Image
|
|
* @param {number} x - The x coordinate (in world space) to position the Image at.
|
|
* @param {number} y - The y coordinate (in world space) to position the Image at.
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.reset = function(x, y) {
|
|
|
|
this.world.setTo(x, y);
|
|
this.position.x = x;
|
|
this.position.y = y;
|
|
this.alive = true;
|
|
this.exists = true;
|
|
this.visible = true;
|
|
this.renderable = true;
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* Brings the Image to the top of the display list it is a child of. Images that are members of a Phaser.Group are only
|
|
* bought to the top of that Group, not the entire display list.
|
|
*
|
|
* @method Phaser.Image#bringToTop
|
|
* @memberof Phaser.Image
|
|
* @return {Phaser.Image} This instance.
|
|
*/
|
|
Phaser.Image.prototype.bringToTop = function(child) {
|
|
|
|
if (typeof child === 'undefined')
|
|
{
|
|
if (this.parent)
|
|
{
|
|
this.parent.bringToTop(this);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
/**
|
|
* Indicates the rotation of the Image, in degrees, from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation.
|
|
* Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement player.angle = 450 is the same as player.angle = 90.
|
|
* If you wish to work in radians instead of degrees use the property Image.rotation instead. Working in radians is also a little faster as it doesn't have to convert the angle.
|
|
*
|
|
* @name Phaser.Image#angle
|
|
* @property {number} angle - The angle of this Image in degrees.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "angle", {
|
|
|
|
get: function() {
|
|
|
|
return Phaser.Math.wrapAngle(Phaser.Math.radToDeg(this.rotation));
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
this.rotation = Phaser.Math.degToRad(Phaser.Math.wrapAngle(value));
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the delta x value. The difference between world.x now and in the previous step.
|
|
*
|
|
* @name Phaser.Image#deltaX
|
|
* @property {number} deltaX - The delta value. Positive if the motion was to the right, negative if to the left.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "deltaX", {
|
|
|
|
get: function() {
|
|
|
|
return this.world.x - this._cache[0];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the delta y value. The difference between world.y now and in the previous step.
|
|
*
|
|
* @name Phaser.Image#deltaY
|
|
* @property {number} deltaY - The delta value. Positive if the motion was downwards, negative if upwards.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "deltaY", {
|
|
|
|
get: function() {
|
|
|
|
return this.world.y - this._cache[1];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Returns the delta z value. The difference between rotation now and in the previous step.
|
|
*
|
|
* @name Phaser.Image#deltaZ
|
|
* @property {number} deltaZ - The delta value.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "deltaZ", {
|
|
|
|
get: function() {
|
|
|
|
return this.rotation - this._cache[2];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Checks if the Image bounds are within the game world, otherwise false if fully outside of it.
|
|
*
|
|
* @name Phaser.Image#inWorld
|
|
* @property {boolean} inWorld - True if the Image bounds is within the game world, even if only partially. Otherwise false if fully outside of it.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "inWorld", {
|
|
|
|
get: function() {
|
|
|
|
return this.game.world.bounds.intersects(this.getBounds());
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Checks if the Image bounds are within the game camera, otherwise false if fully outside of it.
|
|
*
|
|
* @name Phaser.Image#inCamera
|
|
* @property {boolean} inCamera - True if the Image bounds is within the game camera, even if only partially. Otherwise false if fully outside of it.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "inCamera", {
|
|
|
|
get: function() {
|
|
|
|
return this.game.world.camera.screenView.intersects(this.getBounds());
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#frame
|
|
* @property {number} frame - Gets or sets the current frame index and updates the Texture for display.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "frame", {
|
|
|
|
get: function() {
|
|
|
|
return this._frame;
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.frame && this.game.cache.isSpriteSheet(this.key))
|
|
{
|
|
var frameData = this.game.cache.getFrameData(this.key);
|
|
|
|
if (frameData && value < frameData.total && frameData.getFrame(value))
|
|
{
|
|
this.setTexture(PIXI.TextureCache[frameData.getFrame(value).uuid]);
|
|
this._frame = value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#frameName
|
|
* @property {string} frameName - Gets or sets the current frame by name and updates the Texture for display.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "frameName", {
|
|
|
|
get: function() {
|
|
|
|
return this._frameName;
|
|
|
|
},
|
|
|
|
set: function(value) {
|
|
|
|
if (value !== this.frameName && this.game.cache.isSpriteSheet(this.key))
|
|
{
|
|
var frameData = this.game.cache.getFrameData(this.key);
|
|
|
|
if (frameData && frameData.getFrameByName(value))
|
|
{
|
|
this.setTexture(PIXI.TextureCache[frameData.getFrameByName(value).uuid]);
|
|
this._frameName = value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#renderOrderID
|
|
* @property {number} renderOrderID - The render order ID, reset every frame.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "renderOrderID", {
|
|
|
|
get: function() {
|
|
|
|
return this._cache[3];
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* By default an Image won't process any input events at all. By setting inputEnabled to true the Phaser.InputHandler is
|
|
* activated for this object and it will then start to process click/touch events and more.
|
|
*
|
|
* @name Phaser.Image#inputEnabled
|
|
* @property {boolean} inputEnabled - Set to true to allow this object to receive input events.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "inputEnabled", {
|
|
|
|
get: function () {
|
|
|
|
return (this.input && this.input.enabled);
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
if (this.input === null)
|
|
{
|
|
this.input = new Phaser.InputHandler(this);
|
|
this.input.start();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.input && this.input.enabled)
|
|
{
|
|
this.input.stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* An Image that is fixed to the camera uses its x/y coordinates as offsets from the top left of the camera. These are stored in Image.cameraOffset.
|
|
* Note that the cameraOffset values are in addition to any parent in the display list.
|
|
* So if this Image was in a Group that has x: 200, then this will be added to the cameraOffset.x
|
|
*
|
|
* @name Phaser.Image#fixedToCamera
|
|
* @property {boolean} fixedToCamera - Set to true to fix this Image to the Camera at its current world coordinates.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "fixedToCamera", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[7];
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
this._cache[7] = 1;
|
|
this.cameraOffset.set(this.x, this.y);
|
|
}
|
|
else
|
|
{
|
|
this._cache[7] = 0;
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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