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1540 lines
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.World.html">World</a>
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</ul>
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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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* 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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* @class Phaser.Image
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* @extends PIXI.Sprite
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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 Image. 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 {number} z - The z-depth value of this object within its Group (remember the World is a Group as well). No two objects in a Group can have the same z value.
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*/
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this.z = 0;
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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 {Phaser.AnimationManager} animations - This manages animations of the sprite. You can modify animations through it (see Phaser.AnimationManager)
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*/
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this.animations = new Phaser.AnimationManager(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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PIXI.Sprite.call(this, PIXI.TextureCache['__default']);
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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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* @property {boolean} alive - A useful boolean to control if the Image is alive or dead (in terms of your gameplay, it doesn't effect rendering).
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* @default
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*/
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this.alive = true;
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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 {boolean} debug - Handy flag to use with Game.enableStep
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* @default
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*/
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this.debug = false;
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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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* @property {Phaser.Rectangle} cropRect - The Rectangle used to crop the texture. Set this via Sprite.crop. Any time you modify this property directly you must call Sprite.updateCrop.
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* @default
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*/
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this.cropRect = null;
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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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* 8 = destroy phase? (0 = no, 1 = yes)
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* @property {Array} _cache
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* @private
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*/
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this._cache = [ 0, 0, 0, 0, 1, 0, 1, 0, 0 ];
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/**
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* @property {Phaser.Rectangle} _crop - Internal cache var.
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* @private
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*/
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this._crop = null;
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/**
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* @property {Phaser.Rectangle} _frame - Internal cache var.
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* @private
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*/
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this._frame = null;
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/**
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* @property {Phaser.Rectangle} _bounds - Internal cache var.
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* @private
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*/
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this._bounds = new Phaser.Rectangle();
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this.loadTexture(key, frame);
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};
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Phaser.Image.prototype = Object.create(PIXI.Sprite.prototype);
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Phaser.Image.prototype.constructor = Phaser.Image;
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/**
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* Automatically called by World.preUpdate.
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*
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* @method Phaser.Image#preUpdate
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.preUpdate = function() {
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this._cache[0] = this.world.x;
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this._cache[1] = this.world.y;
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this._cache[2] = this.rotation;
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if (!this.exists || !this.parent.exists)
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{
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this._cache[3] = -1;
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return false;
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}
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if (this.autoCull)
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{
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this._bounds.copyFrom(this.getBounds());
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// Won't get rendered but will still get its transform updated
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this.renderable = this.game.world.camera.screenView.intersects(this._bounds);
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}
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this.world.setTo(this.game.camera.x + this.worldTransform.tx, this.game.camera.y + this.worldTransform.ty);
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if (this.visible)
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{
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this._cache[3] = this.game.stage.currentRenderOrderID++;
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}
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// Update any Children
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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this.children[i].preUpdate();
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}
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return true;
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};
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/**
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* Override and use this function in your own custom objects to handle any update requirements you may have.
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*
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* @method Phaser.Image#update
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.update = function() {
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};
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/**
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* Internal function called by the World postUpdate cycle.
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*
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* @method Phaser.Image#postUpdate
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.postUpdate = function() {
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if (this.key instanceof Phaser.BitmapData)
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{
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this.key.render();
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}
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// Fixed to Camera?
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if (this._cache[7] === 1)
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{
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this.position.x = (this.game.camera.view.x + this.cameraOffset.x) / this.game.camera.scale.x;
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this.position.y = (this.game.camera.view.y + this.cameraOffset.y) / this.game.camera.scale.y;
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}
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// Update any Children
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for (var i = 0, len = this.children.length; i < len; i++)
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{
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this.children[i].postUpdate();
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}
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};
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/**
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* Changes the Texture the Image is using entirely. The old texture is removed and the new one is referenced or fetched from the Cache.
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* This causes a WebGL texture update, so use sparingly or in low-intensity portions of your game.
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*
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* @method Phaser.Image#loadTexture
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* @memberof Phaser.Image
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* @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.
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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.prototype.loadTexture = function (key, frame) {
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frame = frame || 0;
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this.key = key;
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var setFrame = true;
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var smoothed = this.smoothed;
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if (key instanceof Phaser.RenderTexture)
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{
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this.key = key.key;
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this.setTexture(key);
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}
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else if (key instanceof Phaser.BitmapData)
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{
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// This works from a reference, which probably isn't what we need here
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this.setTexture(key.texture);
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if (this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA))
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{
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setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key.key, Phaser.Cache.BITMAPDATA), frame);
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}
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}
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else if (key instanceof PIXI.Texture)
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{
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this.setTexture(key);
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}
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else
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{
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if (key === null || typeof key === 'undefined')
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{
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this.key = '__default';
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this.setTexture(PIXI.TextureCache[this.key]);
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}
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else if (typeof key === 'string' && !this.game.cache.checkImageKey(key))
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{
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console.warn("Texture with key '" + key + "' not found.");
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this.key = '__missing';
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this.setTexture(PIXI.TextureCache[this.key]);
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}
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else
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{
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this.setTexture(new PIXI.Texture(PIXI.BaseTextureCache[key]));
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setFrame = !this.animations.loadFrameData(this.game.cache.getFrameData(key), frame);
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}
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}
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this.texture.baseTexture.dirty();
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if (setFrame)
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{
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this._frame = Phaser.Rectangle.clone(this.texture.frame);
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}
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if (!smoothed)
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{
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this.smoothed = false;
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}
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};
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/**
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* Sets the Texture frame the Image uses for rendering.
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* This is primarily an internal method used by Image.loadTexture, although you may call it directly.
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*
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* @method Phaser.Image#setFrame
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* @memberof Phaser.Image
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* @param {Phaser.Frame} frame - The Frame to be used by the Image texture.
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*/
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Phaser.Image.prototype.setFrame = function(frame) {
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this._frame = frame;
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this.texture.frame.x = frame.x;
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this.texture.frame.y = frame.y;
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this.texture.frame.width = frame.width;
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this.texture.frame.height = frame.height;
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this.texture.crop.x = frame.x;
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this.texture.crop.y = frame.y;
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this.texture.crop.width = frame.width;
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this.texture.crop.height = frame.height;
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if (frame.trimmed)
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{
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if (this.texture.trim)
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{
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this.texture.trim.x = frame.spriteSourceSizeX;
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this.texture.trim.y = frame.spriteSourceSizeY;
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this.texture.trim.width = frame.sourceSizeW;
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this.texture.trim.height = frame.sourceSizeH;
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}
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else
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{
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this.texture.trim = { x: frame.spriteSourceSizeX, y: frame.spriteSourceSizeY, width: frame.sourceSizeW, height: frame.sourceSizeH };
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}
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this.texture.width = frame.sourceSizeW;
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this.texture.height = frame.sourceSizeH;
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this.texture.frame.width = frame.sourceSizeW;
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this.texture.frame.height = frame.sourceSizeH;
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}
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else if (!frame.trimmed && this.texture.trim)
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{
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this.texture.trim = null;
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}
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if (this.cropRect)
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{
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this.updateCrop();
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}
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this.texture._updateUvs();
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};
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/**
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* Resets the Texture frame dimensions that the Image uses for rendering.
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*
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* @method Phaser.Image#resetFrame
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.resetFrame = function() {
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if (this._frame)
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{
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this.setFrame(this._frame);
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}
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};
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/**
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* Crop allows you to crop the texture used to display this Image.
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* Cropping takes place from the top-left of the Image and can be modified in real-time by providing an updated rectangle object.
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* The rectangle object given to this method can be either a Phaser.Rectangle or any object so long as it has public x, y, width and height properties.
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* Please note that the rectangle object given is not duplicated by this method, but rather the Image uses a reference to the rectangle.
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* Keep this in mind if assigning a rectangle in a for-loop, or when cleaning up for garbage collection.
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*
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* @method Phaser.Image#crop
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* @memberof Phaser.Image
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* @param {Phaser.Rectangle} rect - The Rectangle used during cropping. Pass null or no parameters to clear a previously set crop rectangle.
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* @param {boolean} [copy=false] - If false Sprite.cropRect will be a reference to the given rect. If true it will copy the rect values into a local Sprite.cropRect object.
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*/
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Phaser.Image.prototype.crop = function(rect, copy) {
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if (typeof copy === 'undefined') { copy = false; }
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if (rect)
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{
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if (copy && this.cropRect !== null)
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{
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this.cropRect.setTo(rect.x, rect.y, rect.width, rect.height);
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}
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else if (copy && this.cropRect === null)
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{
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this.cropRect = new Phaser.Rectangle(rect.x, rect.y, rect.width, rect.height);
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}
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else
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{
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this.cropRect = rect;
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}
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this.updateCrop();
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}
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else
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{
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this._crop = null;
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this.cropRect = null;
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this.resetFrame();
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}
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};
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/**
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* If you have set a crop rectangle on this Image via Image.crop and since modified the Image.cropRect property (or the rectangle it references)
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* then you need to update the crop frame by calling this method.
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*
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* @method Phaser.Image#updateCrop
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* @memberof Phaser.Image
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*/
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Phaser.Image.prototype.updateCrop = function() {
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if (!this.cropRect)
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{
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return;
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}
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this._crop = Phaser.Rectangle.clone(this.cropRect, this._crop);
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this._crop.x += this._frame.x;
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this._crop.y += this._frame.y;
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var cx = Math.max(this._frame.x, this._crop.x);
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var cy = Math.max(this._frame.y, this._crop.y);
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var cw = Math.min(this._frame.right, this._crop.right) - cx;
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var ch = Math.min(this._frame.bottom, this._crop.bottom) - cy;
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this.texture.crop.x = cx;
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this.texture.crop.y = cy;
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this.texture.crop.width = cw;
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this.texture.crop.height = ch;
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this.texture.frame.width = Math.min(cw, this.cropRect.width);
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this.texture.frame.height = Math.min(ch, this.cropRect.height);
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this.texture.width = this.texture.frame.width;
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this.texture.height = this.texture.frame.height;
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this.texture._updateUvs();
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};
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/**
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* Brings a 'dead' Image back to life, optionally giving it the health value specified.
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* A resurrected Image has its alive, exists and visible properties all set to true.
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* It will dispatch the onRevived event, you can listen to Image.events.onRevived for the signal.
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*
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* @method Phaser.Image#revive
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* @memberof Phaser.Image
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* @return {Phaser.Image} This instance.
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*/
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Phaser.Image.prototype.revive = function() {
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this.alive = true;
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this.exists = true;
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this.visible = true;
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if (this.events)
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{
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this.events.onRevived.dispatch(this);
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}
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return this;
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};
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/**
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* Kills a Image. A killed Image has its alive, exists and visible properties all set to false.
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* It will dispatch the onKilled event, you can listen to Image.events.onKilled for the signal.
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* 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.
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* If you don't need this Image any more you should call Image.destroy instead.
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*
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* @method Phaser.Image#kill
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* @memberof Phaser.Image
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* @return {Phaser.Image} This instance.
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*/
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Phaser.Image.prototype.kill = function() {
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this.alive = false;
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this.exists = false;
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this.visible = false;
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if (this.events)
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{
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this.events.onKilled.dispatch(this);
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}
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return this;
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};
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/**
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* Destroys the Image. This removes it from its parent group, destroys the input, event and animation handlers if present
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* and nulls its reference to game, freeing it up for garbage collection.
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*
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* @method Phaser.Image#destroy
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* @memberof Phaser.Image
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* @param {boolean} [destroyChildren=true] - Should every child of this object have its destroy method called?
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*/
|
|
Phaser.Image.prototype.destroy = function(destroyChildren) {
|
|
|
|
if (this.game === null || this.destroyPhase) { return; }
|
|
|
|
if (typeof destroyChildren === 'undefined') { destroyChildren = true; }
|
|
|
|
this._cache[8] = 1;
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.onDestroy.dispatch(this);
|
|
}
|
|
|
|
if (this.parent)
|
|
{
|
|
if (this.parent instanceof Phaser.Group)
|
|
{
|
|
this.parent.remove(this);
|
|
}
|
|
else
|
|
{
|
|
this.parent.removeChild(this);
|
|
}
|
|
}
|
|
|
|
if (this.events)
|
|
{
|
|
this.events.destroy();
|
|
}
|
|
|
|
if (this.input)
|
|
{
|
|
this.input.destroy();
|
|
}
|
|
|
|
if (this.animations)
|
|
{
|
|
this.animations.destroy();
|
|
}
|
|
|
|
var i = this.children.length;
|
|
|
|
if (destroyChildren)
|
|
{
|
|
while (i--)
|
|
{
|
|
this.children[i].destroy(destroyChildren);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (i--)
|
|
{
|
|
this.removeChild(this.children[i]);
|
|
}
|
|
}
|
|
|
|
this.alive = false;
|
|
this.exists = false;
|
|
this.visible = false;
|
|
|
|
this.filters = null;
|
|
this.mask = null;
|
|
this.game = null;
|
|
|
|
this._cache[8] = 0;
|
|
|
|
};
|
|
|
|
/**
|
|
* 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() {
|
|
|
|
if (this.parent)
|
|
{
|
|
this.parent.bringToTop(this);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
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.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;
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* Enable or disable texture smoothing for this Image. Only works for bitmap/image textures. Smoothing is enabled by default.
|
|
*
|
|
* @name Phaser.Image#smoothed
|
|
* @property {boolean} smoothed - Set to true to smooth the texture of this Image, or false to disable smoothing (great for pixel art)
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "smoothed", {
|
|
|
|
get: function () {
|
|
|
|
return !this.texture.baseTexture.scaleMode;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value)
|
|
{
|
|
if (this.texture)
|
|
{
|
|
this.texture.baseTexture.scaleMode = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.texture)
|
|
{
|
|
this.texture.baseTexture.scaleMode = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Image#destroyPhase
|
|
* @property {boolean} destroyPhase - True if this object is currently being destroyed.
|
|
*/
|
|
Object.defineProperty(Phaser.Image.prototype, "destroyPhase", {
|
|
|
|
get: function () {
|
|
|
|
return !!this._cache[8];
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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</div>
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