mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 00:53:42 +00:00
355 lines
No EOL
10 KiB
TypeScript
355 lines
No EOL
10 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="../AnimationManager.ts" />
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/// <reference path="GameObject.ts" />
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/// <reference path="../system/Camera.ts" />
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/**
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* Phaser - Sprite
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*
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* The Sprite GameObject is an extension of the core GameObject that includes support for animation and dynamic textures.
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* It's probably the most used GameObject of all.
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*/
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module Phaser {
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export class OldSprite {
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/**
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* Sprite constructor
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* Create a new <code>Sprite</code>.
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*
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* @param game {Phaser.Game} Current game instance.
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* @param [x] {number} the initial x position of the sprite.
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* @param [y] {number} the initial y position of the sprite.
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* @param [key] {string} Key of the graphic you want to load for this sprite.
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* @param [width] {number} The width of the object.
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* @param [height] {number} The height of the object.
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*/
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constructor(game: Game, x?: number = 0, y?: number = 0, key?: string = null, width?: number = 16, height?: number = 16) {
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this.canvas = game.stage.canvas;
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this.context = game.stage.context;
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this.frameBounds = new Rectangle(x, y, width, height);
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this.exists = true;
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this.active = true;
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this.visible = true;
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this.alive = true;
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this.isGroup = false;
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this.alpha = 1;
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this.scale = new MicroPoint(1, 1);
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this.last = new MicroPoint(x, y);
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this.align = GameObject.ALIGN_TOP_LEFT;
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this.mass = 1;
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this.elasticity = 0;
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this.health = 1;
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this.immovable = false;
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this.moves = true;
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this.worldBounds = null;
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this.touching = Collision.NONE;
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this.wasTouching = Collision.NONE;
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this.allowCollisions = Collision.ANY;
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this.velocity = new MicroPoint();
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this.acceleration = new MicroPoint();
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this.drag = new MicroPoint();
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this.maxVelocity = new MicroPoint(10000, 10000);
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this.angle = 0;
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this.angularVelocity = 0;
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this.angularAcceleration = 0;
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this.angularDrag = 0;
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this.maxAngular = 10000;
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this.cameraBlacklist = [];
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this.scrollFactor = new MicroPoint(1, 1);
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this.collisionMask = new CollisionMask(game, this, x, y, width, height);
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this._texture = null;
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this.animations = new AnimationManager(this._game, this);
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if (key !== null)
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{
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this.cacheKey = key;
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this.loadGraphic(key);
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}
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else
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{
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this.frameBounds.width = 16;
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this.frameBounds.height = 16;
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}
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}
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/**
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* The essential reference to the main game object
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*/
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public _game: Game;
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/**
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* Controls whether <code>update()</code> is automatically called by State/Group.
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*/
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public active: bool;
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/**
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* Controls whether <code>draw()</code> is automatically called by State/Group.
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*/
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public visible: bool;
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/**
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* Setting this to true will prevent the object from being updated during the main game loop (you will have to call update on it yourself)
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*/
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public ignoreGlobalUpdate: bool;
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/**
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* Setting this to true will prevent the object from being rendered during the main game loop (you will have to call render on it yourself)
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*/
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public ignoreGlobalRender: bool;
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/**
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* An Array of Cameras to which this GameObject won't render
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* @type {Array}
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*/
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public cameraBlacklist: number[];
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/**
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* Orientation of the object.
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* @type {number}
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*/
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public facing: number;
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/**
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* Set alpha to a number between 0 and 1 to change the opacity.
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* @type {number}
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*/
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public alpha: number;
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/**
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* Scale factor of the object.
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* @type {MicroPoint}
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*/
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public scale: MicroPoint;
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/**
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* Controls if the GameObject is rendered rotated or not.
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* If renderRotation is false then the object can still rotate but it will never be rendered rotated.
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* @type {boolean}
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*/
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public renderRotation: bool = true;
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/**
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* A point that can store numbers from 0 to 1 (for X and Y independently)
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* which governs how much this object is affected by the camera .
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* @type {MicroPoint}
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*/
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public scrollFactor: MicroPoint;
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/**
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* Rectangle container of this object.
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* @type {Rectangle}
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*/
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public frameBounds: Rectangle;
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/**
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* This objects CollisionMask
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* @type {CollisionMask}
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*/
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public collisionMask: CollisionMask;
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/**
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* A rectangular area which is object is allowed to exist within. If it travels outside of this area it will perform the outOfBoundsAction.
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* @type {Quad}
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*/
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public worldBounds: Quad;
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/**
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* A reference to the Canvas this GameObject will render to
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* @type {HTMLCanvasElement}
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*/
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public canvas: HTMLCanvasElement;
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/**
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* A reference to the Canvas Context2D this GameObject will render to
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* @type {CanvasRenderingContext2D}
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*/
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public context: CanvasRenderingContext2D;
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/**
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* Texture of this sprite to be rendered.
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*/
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private _texture;
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/**
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* Texture of this sprite is DynamicTexture? (default to false)
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* @type {boolean}
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*/
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private _dynamicTexture: bool = false;
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/**
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* This manages animations of the sprite. You can modify animations though it. (see AnimationManager)
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* @type AnimationManager
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*/
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public animations: AnimationManager;
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/**
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* The cache key that was used for this texture (if any)
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*/
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public cacheKey: string;
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/**
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* Flip the graphic horizontally? (defaults to false)
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* @type {boolean}
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*/
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public flipped: bool = false;
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/**
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* Pre-update is called right before update() on each object in the game loop.
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*/
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public preUpdate() {
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this.last.x = this.frameBounds.x;
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this.last.y = this.frameBounds.y;
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this.collisionMask.preUpdate();
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}
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/**
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* Override this function to update your class's position and appearance.
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*/
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public update() {
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}
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/**
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* Automatically called after update() by the game loop.
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*/
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public postUpdate() {
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this.animations.update();
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if (this.moves)
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{
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this.updateMotion();
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}
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if (this.worldBounds != null)
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{
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if (this.outOfBoundsAction == GameObject.OUT_OF_BOUNDS_KILL)
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{
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if (this.x < this.worldBounds.x || this.x > this.worldBounds.right || this.y < this.worldBounds.y || this.y > this.worldBounds.bottom)
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{
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this.kill();
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}
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}
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else
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{
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if (this.x < this.worldBounds.x)
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{
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this.x = this.worldBounds.x;
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}
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else if (this.x > this.worldBounds.right)
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{
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this.x = this.worldBounds.right;
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}
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if (this.y < this.worldBounds.y)
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{
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this.y = this.worldBounds.y;
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}
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else if (this.y > this.worldBounds.bottom)
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{
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this.y = this.worldBounds.bottom;
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}
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}
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}
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this.collisionMask.update();
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if (this.inputEnabled)
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{
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this.updateInput();
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}
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this.wasTouching = this.touching;
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this.touching = Collision.NONE;
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}
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/**
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* Clean up memory.
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*/
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public destroy() {
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}
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public set width(value:number) {
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this.frameBounds.width = value;
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}
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public set height(value:number) {
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this.frameBounds.height = value;
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}
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public get width(): number {
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return this.frameBounds.width;
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}
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public get height(): number {
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return this.frameBounds.height;
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}
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public set frame(value: number) {
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this.animations.frame = value;
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}
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public get frame(): number {
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return this.animations.frame;
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}
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public set frameName(value: string) {
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this.animations.frameName = value;
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}
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public get frameName(): string {
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return this.animations.frameName;
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}
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/**
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* Handy for "killing" game objects.
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* Default behavior is to flag them as nonexistent AND dead.
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* However, if you want the "corpse" to remain in the game,
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* like to animate an effect or whatever, you should override this,
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* setting only alive to false, and leaving exists true.
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*/
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public kill() {
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this.alive = false;
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this.exists = false;
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}
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/**
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* Handy for bringing game objects "back to life". Just sets alive and exists back to true.
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* In practice, this is most often called by <code>Object.reset()</code>.
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*/
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public revive() {
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this.alive = true;
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this.exists = true;
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}
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/**
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* Convert object to readable string name. Useful for debugging, save games, etc.
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*/
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public toString(): string {
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return "";
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}
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}
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} |