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phaser/v3/src/gameobjects/blitter/Blitter.js

142 lines
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JavaScript

var Class = require('../../utils/Class');
var GameObject = require('../GameObject');
var Components = require('../../components');
var BlitterRender = require('./BlitterRender');
var Bob = require('./Bob');
/**
* A Blitter Game Object.
*
* The Blitter Game Object is a special type of Container, that contains Blitter.Bob objects.
* These objects can be thought of as just texture frames with a position and nothing more.
* Bobs don't have any update methods, or the ability to have children, or any kind of special effects.
* They are essentially just super-fast texture frame renderers, and the Blitter object creates and manages them.
*
* @class Blitter
* @extends Phaser.GameObject
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {number} [x=0] - The x coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {number} [y=0] - The y coordinate of the Image. The coordinate is relative to any parent container this Image may be in.
* @param {string} [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.
* @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.
*/
var Blitter = new Class({
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.ScaleMode,
Components.Size,
Components.Texture,
Components.Transform,
Components.RenderPass,
Components.Visible,
BlitterRender
],
initialize:
function Blitter (state, x, y, texture, frame)
{
GameObject.call(this, state);
this.setTexture(texture, frame);
this.setPosition(x, y);
this.children = new Components.Children(this);
this.renderList = [];
this.dirty = false;
this.initRenderPassComponent();
},
// frame MUST be part of the Blitter texture
create: function (x, y, frame, visible, index)
{
if (frame === undefined) { frame = this.frame; }
if (visible === undefined) { visible = true; }
if (index === undefined) { index = this.children.length; }
if (typeof frame === 'string')
{
frame = this.texture.get(frame);
}
var bob = new Bob(this, x, y, frame, visible);
this.children.addAt(bob, index, false);
this.dirty = true;
return bob;
},
// frame MUST be part of the Blitter texture
createFromCallback: function (callback, quantity, frame, visible)
{
var bobs = this.createMultiple(quantity, frame, visible);
for (var i = 0; i < bobs.length; i++)
{
var bob = bobs[i];
callback.call(this, bob, i);
}
return bobs;
},
// frame MUST be part of the Blitter texture
createMultiple: function (quantity, frame, visible)
{
if (frame === undefined) { frame = this.frame; }
if (visible === undefined) { visible = true; }
if (!Array.isArray(frame))
{
frame = [ frame ];
}
var bobs = [];
var _this = this;
frame.forEach(function (singleFrame)
{
for (var i = 0; i < quantity; i++)
{
bobs.push(_this.create(0, 0, singleFrame, visible));
}
});
return bobs;
},
childCanRender: function (child)
{
return (child.visible && child.alpha > 0);
},
getRenderList: function ()
{
if (this.dirty)
{
this.renderList = this.children.list.filter(this.childCanRender, this);
this.dirty = false;
}
return this.renderList;
},
clear: function ()
{
this.children.removeAll();
this.dirty = true;
}
});
module.exports = Blitter;